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 childrens 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?
Christopher J. Ferguson, Ph.D., is a professor of psychology at Stetson University in Deland, FL. He has published dozens of articles related to video game influences on behaviors, including video game violence, addiction issues, and representation of female characters in games. He is a fellow of the American Psychological Association and received an Early Career Scientist Award from the Media Psychology and Technology Division of the APA. He also publishes fiction, including a novel,Suicide Kings and short stories that are available at his website ChristopherJFerguson.com.
Schlagwörter zu:
Video Game Influences on Aggression, Cognition, and Attention von Christopher J. Ferguson - mit der ISBN: 9783319954950
Addiction and video games; Aggression and video games; Alzheimer’s Disease and video games; Attention and video games; Brain games and videos; Brain training and video games; Cognition and video games; DSM-5 and video games; Dementia and video games; Gamergate and video; Infant interactive screen time; Internet Game Disorder and videos; Learning, academics, and video games; Mental health and video games; Misogyny and video games; Sexism and video games; Social isolation and video games; Social s, Online-Buchhandlung
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