Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

Author: Douglas A. Gentile

Publisher: Cambridge University Press

Published: 2021-12-23

Total Pages: 141

ISBN-13: 1108967671

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Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.


Violent Video Game Effects on Children and Adolescents

Violent Video Game Effects on Children and Adolescents

Author: Craig A. Anderson

Publisher: Oxford University Press

Published: 2007-01-11

Total Pages: 200

ISBN-13: 0195345568

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Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior? As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies.


Video Game Influences on Aggression, Cognition, and Attention

Video Game Influences on Aggression, Cognition, and Attention

Author: Christopher J. Ferguson

Publisher: Springer

Published: 2018-08-21

Total Pages: 205

ISBN-13: 3319954954

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This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.


Intergroup Relations

Intergroup Relations

Author: Sabine Otten

Publisher: Psychology Press

Published: 2009-06-09

Total Pages: 598

ISBN-13: 1135430306

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This volume gives a survey of the most recent developments and trends in intergroup research. Diverging from classical approaches that looked at diverse needs and motives (positive distinctiveness, belongingness, etc), the present book focuses not only on the question what motivates intergroup behaviour, but especially on how the motivation of intergroup behaviour functions. The book focuses on the role of emotion and motivation in the development of intergroup conflict, social exclusion, tolerance and other group related phenomena. The sections demonstrate how classical theories in the field have been further developed, enriched, and more sophisticatedly tested over the years, and summarise research on affect and memory. They also develop a group based self-regulation approach, examine several specific emotions as motivational forces of intergroup behaviour, and look at factors of intergroup relations that lead to social change. The chapters are short and easy-to-comprehend summaries referring to a broad range of original work, providing a useful resource for advanced students of Social Psychology and researchers in the field of intergroup relations.


Avatars at Work and Play

Avatars at Work and Play

Author: Ralph Schroeder

Publisher: Springer Science & Business Media

Published: 2006-07-08

Total Pages: 287

ISBN-13: 1402038984

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?


Social and Economic Costs of Violence

Social and Economic Costs of Violence

Author: National Research Council

Publisher: National Academies Press

Published: 2012-03-09

Total Pages: 192

ISBN-13: 0309220246

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Measuring the social and economic costs of violence can be difficult, and most estimates only consider direct economic effects, such as productivity loss or the use of health care services. Communities and societies feel the effects of violence through loss of social cohesion, financial divestment, and the increased burden on the healthcare and justice systems. Initial estimates show that early violence prevention intervention has economic benefits. The IOM Forum on Global Violence Prevention held a workshop to examine the successes and challenges of calculating direct and indirect costs of violence, as well as the potential cost-effectiveness of intervention.


Growing Friendships

Growing Friendships

Author: Eileen Kennedy-Moore

Publisher: Simon and Schuster

Published: 2017-07-18

Total Pages: 192

ISBN-13: 1582705887

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From psychologist and children's friendships expert Eileen Kennedy-Moore and parenting and health writer Christine McLaughlin comes a social development primer that gives kids the answers they need to make and keep friends. Friendship is complicated for kids. Almost every child struggles socially at some time, in some way. Having an argument with a friend, getting teased, or even trying to find a buddy in a new classroom...although these are typical problems, they can be very painful. And friendships are never about just one thing. With research-based practical solutions and plenty of true-to-life examples--presented in more than 200 lighthearted cartoons--Growing Friendships is a toolkit for both girls and boys as they make sense of the social order around them. Children everywhere want to fit in with a group, resist peer pressure, and be good sports--but even the most socially adept children struggle at times. But after reading this highly illustrated guide on their own or with a caring adult, kids everywhere will be well equipped to face any friendship challenges that come their way.


Does Playing Video Games Make Players More Violent?

Does Playing Video Games Make Players More Violent?

Author: Barrie Gunter

Publisher: Springer

Published: 2016-06-21

Total Pages: 298

ISBN-13: 1137579854

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This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.


Empathy and Violent Video Games

Empathy and Violent Video Games

Author: C. Happ

Publisher: Springer

Published: 2014-11-21

Total Pages: 87

ISBN-13: 1137440139

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Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.