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

More books from Taylor and Francis

Cover of the book Digital Scholarly Editing by
Cover of the book Nation Branding by
Cover of the book Entrepreneurship and Small Business Management in the Hospitality Industry by
Cover of the book Puzzles of Government Formation by
Cover of the book Double Exposure by
Cover of the book Giving a Lecture by
Cover of the book Narrative Approaches to Youth Work by
Cover of the book Facts, Fiction, and African Creative Imaginations by
Cover of the book Globalizing Taipei by
Cover of the book Restorative Justice and the Law by
Cover of the book Diversity Resistance in Organizations by
Cover of the book Wordsworth's Poetic Collections, Supplementary Writing and Parodic Reception by
Cover of the book Syllable-Based Generalizations in English Phonology by
Cover of the book Design for Sustainability by
Cover of the book Gender in Policy and Practice by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy