Buch, Englisch, 203 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 494 g
Buch, Englisch, 203 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 494 g
ISBN: 978-3-319-95494-3
Verlag: Springer International Publishing
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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Soziologie | Soziale Arbeit Soziale Arbeit/Sozialpädagogik
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Psychologie Allgemeine Psychologie Entwicklungspsychologie Kinder- und Jugendpsychologie
- Sozialwissenschaften Psychologie Allgemeine Psychologie Kognitionspsychologie
- Sozialwissenschaften Pädagogik Pädagogik Bildungssystem Bildungspolitik, Bildungsreform
Weitere Infos & Material
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 Gamesand 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.