Shifts in Acceptance of Type-specific Violence as an Outcome of Character-role in Video Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 108 pages
Book Rating : 4.3/5 (129 download)

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Book Synopsis Shifts in Acceptance of Type-specific Violence as an Outcome of Character-role in Video Games by : Matthew Nelson Grizzard

Download or read book Shifts in Acceptance of Type-specific Violence as an Outcome of Character-role in Video Games written by Matthew Nelson Grizzard and published by . This book was released on 2010 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Violent Video Game Effects on Children and Adolescents

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Publisher : Oxford University Press
ISBN 13 :
Total Pages : 226 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Violent Video Game Effects on Children and Adolescents by : Craig A. Anderson

Download or read book Violent Video Game Effects on Children and Adolescents written by Craig A. Anderson and published by Oxford University Press. This book was released on 2007-01-11 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume uses General Aggression Model (GAM) as a basis for explaining and predicting effects and changes in aggression related to exposure to violent video games. The authors also describe how a developmental risk and resilience model can be integrated into GAM to enhance our ability to predict long-term changes.

Does Playing Video Games Make Players More Violent?

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Publisher : Springer
ISBN 13 : 1137579854
Total Pages : 298 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Does Playing Video Games Make Players More Violent? by : Barrie Gunter

Download or read book Does Playing Video Games Make Players More Violent? written by Barrie Gunter and published by Springer. This book was released on 2016-06-21 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Video Game Influences on Aggression, Cognition, and Attention

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Publisher : Springer
ISBN 13 : 3319954954
Total Pages : 203 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Video Game Influences on Aggression, Cognition, and Attention by : Christopher J. Ferguson

Download or read book Video Game Influences on Aggression, Cognition, and Attention written by Christopher J. Ferguson and published by Springer. This book was released on 2018-08-21 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Video Game Debate 2

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Publisher : Routledge
ISBN 13 : 1000224287
Total Pages : 160 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis The Video Game Debate 2 by : Rachel Kowert

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults

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Publisher :
ISBN 13 :
Total Pages : 286 pages
Book Rating : 4.:/5 (255 download)

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Book Synopsis Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults by : Kent Smallwood

Download or read book Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults written by Kent Smallwood and published by . This book was released on 2007 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each year, interactive video game technology becomes more and more advanced, offering more lifelike environments, immersive experiences, and realistic situations in which the player must decide how to act. As a result of these technological advancements, the violent content in video games has become increasingly realistic and graphic. Unlike the passive viewing experience of television, video game players adopt roles in which they initiate actions and direct the progression of video game experience. In these active roles, they may engage in and be rewarded for violent acts against fictitious video game characters or other online players. However, technological advances have quickly outpaced our understanding of the effects of certain types of adult content, including violent content, on the game player. Despite the absence of sound scientific research on the effects of violent game play on aggressive behavior or attitudes of the game player, legislation continues to be proposed attempting to outlaw certain types of games for certain age groups, only to be struck down on first amendment grounds. To date, the few (approximately 10) recent studies of the impact of videogame play on aggressive behavior and attitudes that used modern, graphically realistic games still have several shortcomings, mostly in their choice of dependent measures. The purpose of this investigation was to build upon the small research base related to effects of violent video games on behavior, attitudes by adopting several dependent measures that have not used in previous studies, including realistic behavioral simulations, computer simulations of aggression, and vignette-based measures of aggressive attitudes. Results demonstrated virtually no behavioral or attitudinal difference between the groups that played the nonviolent game, compared to the group that played the violent game. Subsequent analysis identified a subgroup of participants, classified as responders, who had higher preexisting aggressive tendencies that were also detected at posttest, although these differences were not increased as a function of game play. Implications of these findings, limitations, and suggestions for future research are discussed.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

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Publisher : IGI Global
ISBN 13 : 1522502629
Total Pages : 491 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives by : Valentine, Keri Duncan

Download or read book Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives written by Valentine, Keri Duncan and published by IGI Global. This book was released on 2016-06-20 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Virtual Reality

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Publisher : National Academies Press
ISBN 13 : 0309051355
Total Pages : 557 pages
Book Rating : 4.3/5 (9 download)

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Book Synopsis Virtual Reality by : National Research Council

Download or read book Virtual Reality written by National Research Council and published by National Academies Press. This book was released on 1995-01-13 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.

The Ethics of Computer Games

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Publisher : MIT Press
ISBN 13 : 0262261537
Total Pages : 273 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis The Ethics of Computer Games by : Miguel Sicart

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Gender

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Publisher : Taylor & Francis
ISBN 13 : 1040044603
Total Pages : 707 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Gender by : Linda Brannon

Download or read book Gender written by Linda Brannon and published by Taylor & Francis. This book was released on 2024-07-30 with total page 707 pages. Available in PDF, EPUB and Kindle. Book excerpt: This fully updated and revised eighth edition examines the behavioral, biological, and social context in which people express gendered behaviors, utilizing the latest research to help students think critically about research findings and stereotypes and provoking them to examine and revise their own preconceptions. The text’s unique pedagogical program helps students understand the portrayal of gender in the media and the application of gender research in the real world. Headlines from the news open each chapter; Gendered Voices present true personal accounts of people’s lives; According to the Media boxes highlight gender-related coverage in newspapers, magazines, books, TV, and movies; while According to the Research boxes offer the latest scientifically based research to help students analyze the accuracy and fairness of gender images presented in the media. Additionally, Considering Diversity sections emphasize the cross-cultural perspective of gender. Key features of the new edition include Expanded discussion of transgender and non-binary identities 12 new headline articles including topics ranging from the myth of biological sex to the wars over sex education and the factors involved in the gender pay gap Comprehensive digital resources with content for instructors and students. Intended for undergraduate or graduate courses on the psychology of gender, psychology of sex, gender issues, women in society, and women’s or men’s studies, this book is also applicable to sociology and anthropology courses on diversity.

Entertainment Computing - ICEC 2008

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Publisher : Springer
ISBN 13 : 3540892222
Total Pages : 253 pages
Book Rating : 4.5/5 (48 download)

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Book Synopsis Entertainment Computing - ICEC 2008 by : Scott M. Stevens

Download or read book Entertainment Computing - ICEC 2008 written by Scott M. Stevens and published by Springer. This book was released on 2008-11-01 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

Women, Power, and Politics

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Publisher : Oxford University Press
ISBN 13 : 0197694209
Total Pages : 369 pages
Book Rating : 4.1/5 (976 download)

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Book Synopsis Women, Power, and Politics by : Lori Cox Han

Download or read book Women, Power, and Politics written by Lori Cox Han and published by Oxford University Press. This book was released on 2023-05 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: ""As women continue to gain more prominence as active participants in the American political and electoral process as voters, candidates, and officeholders, it becomes even more important to understand how gender shapes political power and the distribution of resources within our society. There are many areas of research in a variety of disciplines focusing on women, gender, and feminism, and many of them intersect with a discussion of women in American politics. Our goal in writing this book is to present these topics in an interesting, lively, and timely way through an analysis of contemporary political gender-related issues. We hope to have provided just enough of an historical context to get students interested in the evolution of women in American political life, and enough theory and analysis to inspire them to seek more information and knowledge about gender justice today. The study of women and U.S. politics, as well as the role gender plays in the broader political context, has emerged as a powerful voice within the discipline of Political Science in the last few decades. As such, we hope that readers find this text a useful addition to the ongoing dialogue while instructors find it to be a useful pedagogical tool for their courses on women/gender and politics"--

Refiguring Minds in Narrative Media

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Publisher : U of Nebraska Press
ISBN 13 : 080328473X
Total Pages : 325 pages
Book Rating : 4.8/5 (32 download)

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Book Synopsis Refiguring Minds in Narrative Media by : David Ciccoricco

Download or read book Refiguring Minds in Narrative Media written by David Ciccoricco and published by U of Nebraska Press. This book was released on 2015-12 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do writers represent cognition, and what can these representations tell us about how our own minds work? Refiguring Minds in Narrative Media is the first single-author book to explore these questions across media, moving from analyses of literary narratives in print to those found where so much cultural and artistic production occurs today: computer screens. Expanding the domain of literary studies from a focus on representations to the kind of simulations that characterize narratives in digital media, such as those found in interactive, web-based digital fictions and story-driven video games, David Ciccoricco draws on new research in the cognitive sciences to illustrate how the cybernetic and ludic qualities characterizing narratives in new literary media have significant implications for how we understand the workings of actual minds in an increasingly media-saturated culture. Amid continued concern about the impact of digital media on the minds of readers and players today, and the alarming philosophical questions generated by the communion of minds and machines, Ciccoricco provides detailed examples illustrating how stories in virtually any medium can still nourish creative imagination and cultivate critical--and ethical--reflection. Contributing new insights on attention, perception, memory, and emotion, Refiguring Minds in Narrative Media is a book at the forefront of a new wave of media-conscious cognitive literary studies.

Encyclopedia of Information Science and Technology, Fourth Edition

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Publisher : IGI Global
ISBN 13 : 1522522565
Total Pages : 8356 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Encyclopedia of Information Science and Technology, Fourth Edition by : Khosrow-Pour, D.B.A., Mehdi

Download or read book Encyclopedia of Information Science and Technology, Fourth Edition written by Khosrow-Pour, D.B.A., Mehdi and published by IGI Global. This book was released on 2017-06-20 with total page 8356 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, our world has experienced a profound shift and progression in available computing and knowledge sharing innovations. These emerging advancements have developed at a rapid pace, disseminating into and affecting numerous aspects of contemporary society. This has created a pivotal need for an innovative compendium encompassing the latest trends, concepts, and issues surrounding this relevant discipline area. During the past 15 years, the Encyclopedia of Information Science and Technology has become recognized as one of the landmark sources of the latest knowledge and discoveries in this discipline. The Encyclopedia of Information Science and Technology, Fourth Edition is a 10-volume set which includes 705 original and previously unpublished research articles covering a full range of perspectives, applications, and techniques contributed by thousands of experts and researchers from around the globe. This authoritative encyclopedia is an all-encompassing, well-established reference source that is ideally designed to disseminate the most forward-thinking and diverse research findings. With critical perspectives on the impact of information science management and new technologies in modern settings, including but not limited to computer science, education, healthcare, government, engineering, business, and natural and physical sciences, it is a pivotal and relevant source of knowledge that will benefit every professional within the field of information science and technology and is an invaluable addition to every academic and corporate library.

Women in Historical and Archaeological Video Games

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110724278
Total Pages : 360 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Women in Historical and Archaeological Video Games by : Jane Draycott

Download or read book Women in Historical and Archaeological Video Games written by Jane Draycott and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-06-06 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

Intermedia Games—Games Inter Media

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501330519
Total Pages : 297 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Intermedia Games—Games Inter Media by : Michael Fuchs

Download or read book Intermedia Games—Games Inter Media written by Michael Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Feminism and Global Justice

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Publisher : Routledge
ISBN 13 : 1317605845
Total Pages : 143 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Feminism and Global Justice by : Kerry Carrington

Download or read book Feminism and Global Justice written by Kerry Carrington and published by Routledge. This book was released on 2014-10-17 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Kerry Carrington takes a bold, critical and reflexive approach to understanding the global divisions and inequalities that shape distinctive patterns of gender and crime. The book argues that in order for feminist criminology to enhance its conceptual and political relevance in the twenty-first century, bold new directions in scholarship on gender, crime and global justice are required that also take into account global divisions and inequalities. Issues explored in the book include the forced marriage of child brides, female genital mutilation, feminicide, honour crimes, rape and domestic violence, and the systemic denial of female rights justified by religion, custom or culture. It also explores rising rates of violence recorded for women offenders globally, and their increasing participation in terrorism, as well as troubling male-on-male violence in anomic spaces cultivated by globalising forces. Feminism and Global Justice argues that the world needs feminism more than ever to address systemic culturally shaped and diverse forms of injustice experienced by females across the globe, many of them children. It will be essential reading for international and national human rights organisations, as well as academics and students engaged in the study of criminology, development studies, sociology, politics, and gender studies.