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Cover for 9781628925623 Cover for 9781628925616 Cover for 9781522502616 Cover for 9781612195407 Cover for 9781498513074 Cover for 9781138811256 Cover for 9781623566326 Cover for 9781501318290 Cover for 9780415533324 Cover for 9781138657052 Cover for 9780816699117 Cover for 9780534353926 Cover for 9780534354015 Cover for 9780816699124 Cover for 9781138812420 Cover for 9781138831605 Cover for 9780387971230 Cover for 9780387971292 Cover for 9781628925760 Cover for 9781628925777 Cover for 9781609806392 Cover for 9781138831636 Cover for 9781138925526 Cover for 9781138925533 Cover for 9780444863089 Cover for 9781634304498 Cover for 9781634303491 Cover for 9781433120022 Cover for 9781433120015 Cover for 9781138804920 Cover for 9780895562753 Cover for 9780816689828 Cover for 9780816689835 Cover for 9781466681750 Cover for 9789089646392 Cover for 9780333574867 Cover for 9780816693153 Cover for 9780816693160 Cover for 9781138804265 Cover for 9780253014993 Cover for 9780253015020
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It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the “violence” encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content “as” violence.

Hardcover:

9781628925623 | Bloomsbury USA Academic, July 28, 2016, cover price $120.00 | About this edition: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players.

Paperback:

9781628925616 | Bloomsbury USA Academic, July 28, 2016, cover price $34.95

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By Mark J. P. Wolf (editor)

Hardcover:

9781138811256 | Routledge, April 12, 2016, cover price $1485.00

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Hardcover:

9781623566326 | Bloomsbury USA Academic, August 28, 2014, cover price $110.00

Paperback:

9781501318290 | Bloomsbury USA Academic, May 19, 2016, cover price $39.95

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By Bernard Perron (editor)

Hardcover:

9780415533324 | Routledge, December 17, 2013, cover price $240.00

Paperback:

9781138657052 | Reissue edition (Routledge, April 13, 2016), cover price $59.95

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Hardcover:

9780816699117 | Univ of Minnesota Pr, November 15, 2015, cover price $70.00

Paperback:

9780816699124 | Univ of Minnesota Pr, November 15, 2015, cover price $19.95
9780534353926, titled "Understanding Statistics in the Behavioral Sciences" | Wadsworth Pub Co, June 1, 1999, cover price $31.95 | also contains Understanding Statistics in the Behavioral Sciences
9780534354015, titled "Coon's Introduction to Psychology: Exploration and Application" | 8 stg edition (Wadsworth Pub Co, August 1, 1998), cover price $32.95 | also contains Coon''s Introduction to Psychology: Exploration and Application

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It is a truism that as we age there are a number of underlying physiological changes conspiring to alter our level of behavioral and cognitive function­ ing. Despite the inherent interrelatedness of these behavioral and cognitive changes, all too often the papers we read confine themselves to specific, isolated components of the developing process. Although exceptions nat­ urally exist, we believe that these exceptions should become rule. Although an integrated approach is important in all areas of adult devel­ opment, it is perhaps particularly germane in the study of atypical aging. Here, changes in overall functioning can occur in rapid succession, with the synchrony of decline between different subprocesses making it difficult to factor changes in one process from changes in another. For example, because changes in cognitive functioning co-occur with other dramatic changes in (motoric) response capacities, it is unclear how one can effec­ tively study changes in the ability to cognize independent of changes in the very mechanisms (ability to execute motor sequences) so often used to index cognitive performance.
By Evan W. Lauteria (editor)

Hardcover:

9781628925760 | Bloomsbury USA Academic, October 22, 2015, cover price $110.00
9780387971292, titled "Cognitive and Behavioral Performance Factors in Atypical Aging" | Springer Verlag, July 1, 1990, cover price $99.00 | also contains Cognitive and Behavioral Performance Factors in Atypical Aging | About this edition: It is a truism that as we age there are a number of underlying physiological changes conspiring to alter our level of behavioral and cognitive function­ ing.
9780387971230, titled "A Dictionary of Neuropsychology" | Reprint edition (Springer Verlag, June 1, 1989), cover price $99.00 | also contains A Dictionary of Neuropsychology

Paperback:

9781628925777 | Bloomsbury USA Academic, October 22, 2015, cover price $29.95

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Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Hardcover:

9781138925526 | Routledge, August 21, 2015, cover price $160.00

Paperback:

9781138925533 | Routledge, August 6, 2015, cover price $55.95 | About this edition: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required.

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After a long day of school it s nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful? It might keep you from getting the exercise you need, interacting with friends and family, or completing your homework. Put the game control down and think about it. You decide! This title will allow students to determine the main idea of a text; recount the key details and explain how they support the main idea. Bold keywords with phonetic glossary Text based questions Table of contents and headings"

Hardcover:

9780444863089, titled "Von Neumann Algebras" | Elsevier Science Ltd, December 1, 1981, cover price $193.00 | also contains Von Neumann Algebras

Paperback:

9781634304498 | Rourke Pub Group, August 1, 2015, cover price $8.95

Library:

9781634303491 | Rourke Pub Group, August 1, 2015, cover price $28.50 | About this edition: After a long day of school it s nice to be able to come home and play your favorite video game, but could too much game time be helpful or harmful?

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Product Description: The impact that First Person Shooter video games have had on the evolution of youth culture over a decade or more has been the focus of attention from political leaders; medical and legal specialists; and the mass media. Much of the discussion concerning these games has focused on the issues of the violence that is depicted in the games and on the perceived psychological and social costs for individuals and society...read more

Hardcover:

9781433120022 | Peter Lang Pub Inc, June 22, 2015, cover price $159.95 | About this edition: The impact that First Person Shooter video games have had on the evolution of youth culture over a decade or more has been the focus of attention from political leaders; medical and legal specialists; and the mass media.

Paperback:

9781433120015 | Peter Lang Pub Inc, June 26, 2015, cover price $40.95 | About this edition: The impact that First Person Shooter video games have had on the evolution of youth culture over a decade or more has been the focus of attention from political leaders; medical and legal specialists; and the mass media.

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Product Description: In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011. Its devoted players, many of them middle-aged women, entered a world that did not build on common fantasy or science-fiction tropes...read more

Hardcover:

9780816689828 | Univ of Minnesota Pr, March 15, 2015, cover price $70.00 | About this edition: In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011.

Paperback:

9780816689835 | Univ of Minnesota Pr, March 15, 2015, cover price $20.00 | About this edition: In the world of massively multiplayer online games (MMOGs), Faunasphere was but a blip on the screen in its short public life from 2009 to 2011.

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By Thomas P. Oates (editor)

Hardcover:

9780333574867, titled "International Handbook of Universities" | 14th edition (Stockton Pr, March 1, 1996), cover price $245.00

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Hardcover:

9780816693153 | Univ of Minnesota Pr, January 1, 2015, cover price $75.00

Paperback:

9780816693160 | Univ of Minnesota Pr, January 1, 2015, cover price $25.00

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Hardcover:

9780253014993 | Indiana Univ Pr, January 12, 2015, cover price $75.00

Paperback:

9780253015020 | Indiana Univ Pr, January 12, 2015, cover price $26.00

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