Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Video Game Influences on Aggression,...
~
Ferguson, Christopher J.
Video Game Influences on Aggression, Cognition, and Attention
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Video Game Influences on Aggression, Cognition, and Attention/ edited by Christopher J. Ferguson.
other author:
Ferguson, Christopher J.
Description:
XI, 203 p. 1 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Developmental psychology. -
Online resource:
https://doi.org/10.1007/978-3-319-95495-0
ISBN:
9783319954950
Video Game Influences on Aggression, Cognition, and Attention
Video Game Influences on Aggression, Cognition, and Attention
[electronic resource] /edited by Christopher J. Ferguson. - 1st ed. 2018. - XI, 203 p. 1 illus.online resource.
Chapter 1. Introduction -- Chapter 2. Violent Video Games Do Promote Violence -- Chapter 3. The Infamous relationship between violent video game use and aggression: Uncharted moderators and small effects make it a Far Cry from certain -- Chapter 4. Making the case for Video Game Addiction: Does it exist or not? -- Chapter 5. Helping Parents Make Sense of Video Game Addiction -- Chapter 6. The Digital Dilemma: Why Limit Young Children's Use of Interactive Media? -- Chapter 7. Children Should Not be Protected from Using Interactive Screens -- Chapter 8. Playing Action Video Games Boosts Visual Attention -- Chapter 9. Action Games Do Not Promote Visual Attention -- Chapter 10. The Concerns Surrounding Sexist Content in Digital Games -- Chapter 11. Blame the Players, Don’t Blame the Games – Why We Should Worry Less about Sexist Video Game Content and Focus More on Interactions between Players -- Chapter 12. Brain-Training Games Help Prevent Cognitive Decline in Older Adults -- Chapter 13. Video Games and Dementia: Evidence Needed -- Chapter 14. For Better or Worse: Game Structure and Mechanics Driving Social Interactions and Isolation -- Chapter 15. Video Games Are Not Socially Isolating.
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.
ISBN: 9783319954950
Standard No.: 10.1007/978-3-319-95495-0doiSubjects--Topical Terms:
557458
Developmental psychology.
LC Class. No.: BF712-724.92
Dewey Class. No.: 155
Video Game Influences on Aggression, Cognition, and Attention
LDR
:03980nam a22003975i 4500
001
991046
003
DE-He213
005
20200702222409.0
007
cr nn 008mamaa
008
201225s2018 gw | s |||| 0|eng d
020
$a
9783319954950
$9
978-3-319-95495-0
024
7
$a
10.1007/978-3-319-95495-0
$2
doi
035
$a
978-3-319-95495-0
050
4
$a
BF712-724.92
072
7
$a
JMC
$2
bicssc
072
7
$a
PSY039000
$2
bisacsh
072
7
$a
JMC
$2
thema
082
0 4
$a
155
$2
23
245
1 0
$a
Video Game Influences on Aggression, Cognition, and Attention
$h
[electronic resource] /
$c
edited by Christopher J. Ferguson.
250
$a
1st ed. 2018.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2018.
300
$a
XI, 203 p. 1 illus.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
505
0
$a
Chapter 1. Introduction -- Chapter 2. Violent Video Games Do Promote Violence -- Chapter 3. The Infamous relationship between violent video game use and aggression: Uncharted moderators and small effects make it a Far Cry from certain -- Chapter 4. Making the case for Video Game Addiction: Does it exist or not? -- Chapter 5. Helping Parents Make Sense of Video Game Addiction -- Chapter 6. The Digital Dilemma: Why Limit Young Children's Use of Interactive Media? -- Chapter 7. Children Should Not be Protected from Using Interactive Screens -- Chapter 8. Playing Action Video Games Boosts Visual Attention -- Chapter 9. Action Games Do Not Promote Visual Attention -- Chapter 10. The Concerns Surrounding Sexist Content in Digital Games -- Chapter 11. Blame the Players, Don’t Blame the Games – Why We Should Worry Less about Sexist Video Game Content and Focus More on Interactions between Players -- Chapter 12. Brain-Training Games Help Prevent Cognitive Decline in Older Adults -- Chapter 13. Video Games and Dementia: Evidence Needed -- Chapter 14. For Better or Worse: Game Structure and Mechanics Driving Social Interactions and Isolation -- Chapter 15. Video Games Are Not Socially Isolating.
520
$a
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.
650
0
$a
Developmental psychology.
$3
557458
650
0
$a
Social work.
$2
bicssc
$3
1008643
650
0
$a
Educational policy.
$3
1200004
650
0
$a
Education and state.
$3
563302
650
1 4
$a
Developmental Psychology.
$3
668338
650
2 4
$a
Social Work.
$3
635863
650
2 4
$a
Educational Policy and Politics.
$3
683657
700
1
$a
Ferguson, Christopher J.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1075004
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783319954943
776
0 8
$i
Printed edition:
$z
9783319954967
776
0 8
$i
Printed edition:
$z
9783030070441
856
4 0
$u
https://doi.org/10.1007/978-3-319-95495-0
912
$a
ZDB-2-BSP
912
$a
ZDB-2-SXBP
950
$a
Behavioral Science and Psychology (SpringerNature-41168)
950
$a
Behavioral Science and Psychology (R0) (SpringerNature-43718)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login