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Home > Society and Social Sciences > Society and culture: general > Cultural and media studies > Media studies > Playing Video Games: Motives, Responses, and Consequences(Routledge Communication Series)
Playing Video Games: Motives, Responses, and Consequences(Routledge Communication Series)

Playing Video Games: Motives, Responses, and Consequences(Routledge Communication Series)


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About the Book

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.



Table of Contents:
Chapter 1 Playing Video Games as Entertainment, Vorderer Peter, Bryant Jennings, M.Pieper Katherine, Weber René; Chapter 2 CHAPTER 2Designing the Experience of Interactive Play, Michael Sellers; Part 1 PART I THE PRODUCT; Chapter 3 CHAPTER 3 A Brief Biography of Computer Games, Henry Lowood; Chapter 4 CHAPTER 4 The (Computer) Games People Play: An Overview of Popular Game Content, BarryP.Smith; Chapter 5 CHAPTER 5 Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games, Stacy L. Smith; Chapter 6 CHAPTER 6 Massively Multiplayer Online Games, ChanElaine, VordererPeter; Part 2 PART II MOTIVATION AND SELECTION; Chapter 7 CHAPTER 7 Why People Play Games: An Industry Perspective, G.ChristopherKlug, JesseSchell; Chapter 8 CHAPTER 8 Why Play? An Evolutionary Perspective, PeterOhler, GerhildNieding; Chapter 9 CHAPTER 9The Influence of Personality Factors on Computer Game Choice, TiloHartmann, ChristophKlimmt; Chapter 10 CHAPTER 10 Effectance, Self-Efficacy, and the Motivation to Play Video Games, Klimmt Christoph, Hartmann Tilo; Chapter 11 CHAPTER 11 What Attracts Children?, von Salisch Maria, Oppl Caroline, Kristen Astrid; Chapter 12 CHAPTER 12 Adolescents and the Appeal of Video Games, Arthur A.Raney, Jason K.Smith, KayseeBaker; Chapter 13 Chapter 13 Selective Exposure to Video Games, JenningsBryant, JohnDavies; Part 3 PART III RECEPTION AND REACTION PROCESSES; Chapter 14 CHAPTER14 A Brief Social History of Game Play, Dmitri Williams; Chapter 15 CHAPTER 15 Video Game Uses and Gratifications as Predictors of Use and Game Preference, John L.Sherry, Bradley S.Greenberg, KristenLucas, KenLachlan; Chapter 16 CHAPTER 16The Role of Presence in the Experience of Electronic Games, RonTamborini, PaulSkalski; Chapter 17 CHAPTER 17 The Role of Music in Video Games, Sean M.Zehnder, Scott D.Lipscomb; Chapter 18 CHAPTER 18Narrative and Interactivity in Computer Games, Kwan MinLee, NamkeePark, Seung-AJin; Chapter 19 CHAPTER 19 Realism, Imagination, and Narrative Video Games, Michael A.Shapiro, JorgePeña-Herborn, Jeffrey T.Hancock; Chapter 20 CHAPTER 20 Playing Online, Ann-SofieAxelsson, TimRegan; Chapter 21 CHAPTER 21 What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game, Francis F.Steen, Patricia M.Greenfield, Mari SiânDavies, BrendeshaTynes; Part 4 PART IV EFFECTS AND CONSEQUENCES; Chapter 22 CHAPTER 22What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature, Min Lee Kwan, Peng Wei; Chapter 23 CHAPTER 23 Aggression and Violence as Effects of Playing Violent Video Games?, René Weber, Ute Ritterfeld, Anna Kostygina; Chapter 24 CHAPTER 24 A Theoretical Model of the Effects and Consequences of Playing Video Games, E.Buckley Katharine, Craig A. Anderson; Chapter 25 CHAPTER 25 What Can We Learn From Playing Interactive Games?, Debra A.Lieberman; Chapter 26 CHAPTER 26 Video Games for Entertainment and Education, Ritterfeld Ute, Weber René; Chapter 27 CHAPTER 27Game Playing and Adolescents' Development, Kevin Durkin;

About the Author :
Vorderer Peter

Review :
"...highly informative 400 page read...each chapter is packed full of juicy information that'll improve your debates concerning the virtues and pitfalls of gaming and beyond..." --CiN Weekly "The collection is a veritable candy store for students of human behavior at all levels. Because it covers so many different facets of gaming, it will be appealing to man types of audiences...This volume will get anyone up to speed who wants familiarity with the field and will provide an excellent synthesis for experts in one area who would like to expand their conceptualization of the entire field." --PsycCRITIQUES


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Product Details
  • ISBN-13: 9781135257439
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Routledge
  • Language: English
  • No of Pages: 480
  • Sub Title: Motives, Responses, and Consequences
  • ISBN-10: 1135257434
  • Publisher Date: 12 Oct 2012
  • Binding: Digital (delivered electronically)
  • No of Pages: 480
  • Series Title: Routledge Communication Series


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