Playing Video Games

Motives, Responses, and Consequences

Nonfiction, Science & Nature, Technology, Social Aspects, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games
Cover of the book Playing Video Games by , Taylor and Francis
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Author: ISBN: 9781135257477
Publisher: Taylor and Francis Publication: October 12, 2012
Imprint: Routledge Language: English
Author:
ISBN: 9781135257477
Publisher: Taylor and Francis
Publication: October 12, 2012
Imprint: Routledge
Language: English

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.

This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

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