Video Games: Parents' Perceptions, Role of Social Media and Effects on Behavior
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| Title: | Video Games: Parents' Perceptions, Role of Social Media and Effects on Behavior |
|---|---|
| Description: | 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. |
| Authors: | Graham, Jeffrey |
| Resource Type: | eBook. |
| Subjects: | Video games--Psychological aspects, Video games--Social aspects |
| Categories: | GAMES & ACTIVITIES / Video & Mobile |
| Database: | eBook Collection (EBSCOhost) |
| FullText | Links: – Type: ebook-pdf Text: Availability: 0 |
|---|---|
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| Items | – Name: Title Label: Title Group: Ti Data: Video Games: Parents' Perceptions, Role of Social Media and Effects on Behavior – Name: Abstract Label: Description Group: Ab Data: 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. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Graham%2C+Jeffrey%22">Graham, Jeffrey</searchLink> – Name: TypePub Label: Resource Type Group: TypPub Data: eBook. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Video+games--Psychological+aspects%22">Video games--Psychological aspects</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games--Social+aspects%22">Video games--Social aspects</searchLink> – Name: SubjectBISAC Label: Categories Group: Su Data: <searchLink fieldCode="ZK" term="%22GAMES+%26+ACTIVITIES+%2F+Video+%26+Mobile%22">GAMES & ACTIVITIES / Video & Mobile</searchLink> |
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| RecordInfo | BibRecord: BibEntity: Classifications: – Code: 794.8 Scheme: ddc Type: prePub Languages: – Code: eng Text: English Subjects: – SubjectFull: Video games--Psychological aspects Type: general – SubjectFull: Video games--Social aspects Type: general Titles: – TitleFull: Video Games: Parents' Perceptions, Role of Social Media and Effects on Behavior Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Graham, Jeffrey – PersonEntity: Name: NameFull: Graham, Jeffrey IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2014 – D: 17 M: 05 Type: profile Y: 2014 Identifiers: – Type: isbn-print Value: 9781633210158 – Type: isbn-electronic Value: 9781633210165 Titles: – TitleFull: Video Games: Parents' Perceptions, Role of Social Media and Effects on Behavior Type: main |
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