The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games

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Rachel Kowert, Thorsten Quandt
Routledge, Aug 27, 2015 - Social Science - 196 pages

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

 

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Contents

Acknowledgments
The Rise and Refinement of Moral Panic
Are Electronic Games Health Hazards or Health Promoters?
The Influence of Digital Games on Aggression and Violent Crime
Gaming Addiction and Internet Gaming Disorder
Online Game Play Social Currency and Social Ability
Debating How to Learn From Video Games
Video Games and Cognitive Performance
Exploring Gaming Communities
No Black and White in Video Game Land Why We Need to Move Beyond
Contributors
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About the author (2015)

Rachel Kowert received her PhD in Psychology from the University of York (UK), where her research focused on the relationships between social competence and online video game involvement.

Thorsten Quandt holds the chair of Online Communication at the University of Münster (Germany) and is a distinguished scientist with extensive experience in digital games research.

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