Revisiting the physhical, social, and psychological effects of video games

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Bibliographic Information

Revisiting the physhical, social, and psychological effects of video games

edited by Rachel Kowert and Thorsten Quandt

(Routledge debates in digital media studies / series editors, Rachel Kowert and Thorsten Quandt, . The video game debate ; 2)

Routledge, 2021

  • : hbk

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Includes bibliographical references and index

Description and Table of Contents

Description

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.

Table of Contents

1. Revisiting old debates 2. A brief overview of loot boxes in video gaming 3. Serious games: Play for change 4. Digital divides and structural inequalities: Exploring the technomasculine culture of gaming 5. Twitch and participatory cultures 6. Esports 7. Therapeutic use of video games 8. Extended Reality Therapy: The use of virtual, augmented, and mixed reality in mental health treatment 9. Mobile gaming 10. Concluding comments

by "Nielsen BookData"

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