Playing Video Games: Motives, Responses, and Consequences

Front Cover
Peter Vorderer, Jennings Bryant
Routledge, Oct 12, 2012 - Games & Activities - 480 pages
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
 

Contents

why and with which consequences people play video games It may be used inside
Pieper Katherine and Weber René
A Brief Biography of Computer Games
An Overview of Popular Game Content
Examining Negative Content Patterns
Massively Multiplayer Online Games
An Industry Perspective
Why Play? An Evolutionary Perspective
Video Game Uses and Gratifications as Predictors of Use and Game Preference
Sherry Bradley S Greenberg Kristen Lucas and Ken Lachlan
Ron Tamborini and Paul Skalski
Narrative and Interactivity in Computer Games
Realism Imagination and Narrative Video Games
Playing Online
AnnSofie Axelsson and Tim Regan
What Do We Know About Social and Psychological Effects of Computer Games?

Peter Ohler and Gerhild Nieding
Effectance SelfEfficacy and the Motivation to Play Video Games
Klimmt Christoph and Hartmann Tilo
von Salisch Maria Oppl Caroline and Kristen Astrid
Selective Exposure to Video Games
CHAPTER14 A Brief Social History of Game Play Competing masculinities in modern
Min Lee Kwan and Peng
What Can We Learn From Playing Interactive Games?
Video Games for Entertainment and Education
Ritterfeld Ute and Weber René
Index
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Vorderer Peter

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