Playing Video Games: Motives, Responses, and ConsequencesPeter Vorderer, Jennings Bryant 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
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 | |
Other editions - View all
Playing Video Games: Motives, Responses, and Consequences Peter Vorderer,Jennings Bryant No preview available - 2006 |
Playing Video Games: Motives, Responses, and Consequences Peter Vorderer,Jennings Bryant No preview available - 2006 |
Playing Video Games: Motives, Responses, and Consequences Peter Vorderer,Jennings Bryant No preview available - 2006 |
Common terms and phrases
action activities adolescents aggressive behavior arcade arousal Asheron's Call avatar Bryant challenge characters cognitive communication computer games console culture developmental educational effects of violent electronic games emotional enjoyment Entertainment Software Association Evolutionary psychology example factors fantasy female film first-person shooter game design game development game players gamers gender genre goal Grand Theft Auto graphics gratifications Haninger human individuals interactive games Internet Journal Klimmt Lawrence Erlbaum Associates learning male massively multiplayer mental models MMOGs MMORPG motivation narrative online games participants perception personality perspective playing computer games playing games playing video games real-time strategy realism relationship Retrieved role role-playing games selective exposure self-efficacy Sims Online simulation skills social interaction Spacewar spatial presence story strategy television theory types University users video game consoles video game play violent games violent video games virtual environments Vorderer Zillmann