The Effects Of Video Games On Children

The Effects of Video Games on Children PDF Book Detail:
Author: Barrie Gunter
Publisher: A&C Black
ISBN: 9781850758334
Size: 30.15 MB
Format: PDF, ePub
Category : Social Science
Languages : en
Pages : 172
View: 1540

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Book Description: The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.

Video Games

Video Games PDF Book Detail:
Author: Arthur Asa Berger
Publisher: Transaction Publishers
ISBN: 9780765801029
Size: 59.55 MB
Format: PDF, Mobi
Category : Social Science
Languages : en
Pages : 119
View: 7600

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Book Description: From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon. Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry. Building on this comparison, Berger focuses on action-adventure games which, like film and fiction, tell stories but which also involve culturally important departures in the conventions of narrative. After defining a set of bipolar oppositions between print and electronic narratives, Berger considers the question of whether video games are truly interactive or only superficially so, and whether they have the potential to replace print narratives in the culture at large. A unique dimension of the book is its bio-psycho-social analysis of the video game phenomenon. Berger considers the impact of these games on their players, from physical changes (everything from neurological problems to obesity) to psychological consequences, with reference to violence and sexual attitudes. He takes these questions further by examining three enormously popular games-Myst/Riven, Tomb Raider, and Half-Life-for their attitudes toward power, gender, violence, and guilt. In his conclusion, Berger concentrates on the role of violence in video games and whether they generate a sense of alienation in certain addicted players who become estranged from family and friends. Accessibly written and broad-ranging in approach, Video Games offers a way to interpret a major popular phenomenon. Arthur Asa Berger is professor of broadcast and electronic communication arts at San Francisco State University, where he has taught since 1965. He is the author of more than one hundred articles and forty books on media, popular culture, humor, and everyday life.

The Video Game Explosion

The Video Game Explosion PDF Book Detail:
Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 9780313338687
Size: 61.55 MB
Format: PDF, ePub, Mobi
Category : Games & Activities
Languages : en
Pages : 380
View: 4093

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Book Description: This title traces the growth of video games, showing how they have become an integral part of popular culture today.

The Ultimate History Of Video Games Volume Two

The Ultimate History of Video Games  Volume Two PDF Book Detail:
Author: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 9780307560872
Size: 71.24 MB
Format: PDF, ePub, Docs
Category : Social Science
Languages : en
Pages : 624
View: 6743

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Book Description: Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Good Video Games Good Learning

Good Video Games   Good Learning PDF Book Detail:
Author: James Paul Gee
Publisher: Peter Lang
ISBN: 9780820497037
Size: 78.72 MB
Format: PDF, ePub, Docs
Category : Education
Languages : en
Pages : 194
View: 182

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Book Description: Textbook

What Video Games Have To Teach Us About Learning And Literacy

What Video Games Have to Teach Us about Learning and Literacy PDF Book Detail:
Author: James Paul Gee
Publisher: Palgrave Macmillan
ISBN: 1403965382
Size: 29.40 MB
Format: PDF, ePub, Mobi
Category : Computers
Languages : en
Pages : 225
View: 4454

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Book Description: A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

The Civic Potential Of Video Games

The Civic Potential of Video Games PDF Book Detail:
Author: Joseph Kahne
Publisher: MIT Press
ISBN: 0262258315
Size: 11.64 MB
Format: PDF, ePub
Category : Education
Languages : en
Pages : 112
View: 2369

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Book Description: This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.

Harmful Content On The Internet And In Video Games

Harmful Content on the Internet and in Video Games PDF Book Detail:
Author: Great Britain: Parliament: House of Commons: Culture, Media and Sport Committee
Publisher: The Stationery Office
ISBN: 9780215523389
Size: 12.55 MB
Format: PDF, Mobi
Category : Internet and children
Languages : en
Pages : 76
View: 597

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Book Description: The Internet has become an indispensable tool for communications, research and commerce. But this report addresses the growing public concern at the Internet's dark side: the easy availability of hardcore pornography, which people may find offensive, the uploading by ordinary people of film of real fights, bullying or alleged rape, or the setting up of websites encouraging others to follow extreme diets, or self-harm, or even commit suicide. In particular, there is increasing anxiety among parents about the use of social networking sites and chatrooms for grooming and sexual predation. The Committee welcomes the Government-commissioned report by Dr Tanya Byron on the risks posed by the Internet to children, and agrees that a UK Council for Child Internet Safety should be established. Sites which host user-generated content-typically photos and videos uploaded by members of the public-have taken some steps to set minimum standards for that content. The Committee recommends that proactive review of content should be standard practice for such sites, and calls for provision of high profile facilities for reporting abuse or unwelcome behaviour directly to law enforcement and support organisations. There is a distinct issue about labelling of video games to indicate the nature of their content. Two systems currently exist side by side: the industry awards its own ratings, and the British Board of Film Classification awards classifications to a small number of games which feature content unsuitable for children. The dual system is confusing, and BBFC should have responsibility for rating games with content appropriate for adults or teenagers.

Hot Jobs In Video Games

Hot Jobs in Video Games PDF Book Detail:
Author: Scholastic, Inc. Staff
Publisher: Scholastic Inc.
ISBN: 0545218500
Size: 40.41 MB
Format: PDF
Category : Juvenile Nonfiction
Languages : en
Pages : 127
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Book Description: Describes the challenges and satisfactions of a career in the field of video game design through profiles of animators, designers, music specialists, scriptwriters, and others involved in the behind-the-scenes work of game creation.

Horror Video Games

Horror Video Games PDF Book Detail:
Author: Bernard Perron
Publisher: McFarland
ISBN: 0786454792
Size: 49.74 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 310
View: 5420

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Book Description: In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.