Jeffrey Graham 
Video Games [PDF ebook] 
Parents’ Perceptions, Role of Social Media and Effects on Behavior

Support

Video games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyzes video games by different genres. Furthermore, this book provides information on associations and gender differences in children’s situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviors.

€353.75
payment methods
Buy this ebook and get 1 more FREE!
Format PDF ● Pages 187 ● ISBN 9781633210165 ● Editor Jeffrey Graham ● Publisher Nova Science Publishers ● Published 2014 ● Downloadable 3 times ● Currency EUR ● ID 7224499 ● Copy protection Adobe DRM
Requires a DRM capable ebook reader

More ebooks from the same author(s) / Editor

126,441 Ebooks in this category