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Video Games and Well-being

Video Games and Well-being
Author: Rachel Kowert
Publisher: Springer Nature
Total Pages: 176
Release: 2019-12-02
Genre: Psychology
ISBN: 3030327701

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.


The Psychology of Video Games

The Psychology of Video Games
Author: Celia Hodent
Publisher: Routledge
Total Pages: 105
Release: 2020-10-07
Genre: Psychology
ISBN: 1000194760

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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.


Video Games and Well-being

Video Games and Well-being
Author: Rachel Kowert
Publisher: Palgrave Pivot
Total Pages: 166
Release: 2021-01-02
Genre: Psychology
ISBN: 9783030327729

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.


Gaming

Gaming
Author: Louise Hogan
Publisher:
Total Pages: 0
Release: 2016
Genre: Video gamers
ISBN: 9781634850278

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Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to consume other entertainment media. This is especially the case with online-based video games (Yee, 2006). As a result, video games can significantly affect intimate relationships. The first chapter of this book discusses implications of video games for a couple's emotional health. Chapter Two examines the existing literature on active gaming and physical activity, and addresses game design components that have the potential to impact psychological factors such as motivation, emotions and well-being that may promote or deter long-term game play and physical activity behavior. Chapter Three systematically summarises and evaluates the effectiveness of exergaming on fundamental movement skill competence among children and young adults. Chapter Four reviews some neuroimaging internet gaming disorder (IGD) studies and discusses the findings. The book concludes with a commentary on internet gaming disorders and its impact on the children who play.


A Parent's Guide to Video Games

A Parent's Guide to Video Games
Author: Rachel Kowert
Publisher: Createspace Independent Publishing Platform
Total Pages: 102
Release: 2016-11-30
Genre:
ISBN: 9781537359830

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Over the last forty years, video games have transformed from a niche market to a multibillion-dollar industry. No longer limited to arcade parlors, video games are everywhere and are accessible at any time. Along with the popularization of video games has come a growing concern about their ability to transform those who play them into antisocial killing machines who are desensitized to violence, have no friends, and will forever live in their parents' basements. But are these fears based in reality? Over the last twenty years, psychologists, sociologists, and media scholars have been working hard to answer these questions. Until now, their findings have largely remained insulated within scientific circles and inaccessible to the general public. A Parent's Guide to Video Games breaks the long-standing barriers between science and society by providing the first comprehensive guide to the science behind the headlines. Drawing from the most recent research in the field of game studies, A Parent's Guide to Video Games was developed specifically to help parents better understand if, how, and why video game play can impact a child's physical, social, and psychological well-being. This includes addressing questions such as these: Will playing violent video games make my child more aggressive and more likely to commit violent crime? Is video game addiction real? If so, how do I know if my child is addicted to video games? Will video game play worsen the symptoms of attention deficit disorder (ADD)? Answers to these questions and many more are discussed inside. Armed with accurate and up-to-date scientific information, parents will begin to understand the science behind the headlines and be able to make more informed decisions for themselves and their families.


Getting Gamers

Getting Gamers
Author: Jamie Madigan
Publisher: Rowman & Littlefield Publishers
Total Pages: 0
Release: 2019-01-15
Genre: Video games
ISBN: 9781538121337

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A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.


Working with Video Gamers and Games in Therapy

Working with Video Gamers and Games in Therapy
Author: Anthony M. Bean
Publisher:
Total Pages: 198
Release: 2018-06-13
Genre: Video gamers
ISBN: 9781138747128

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What are video games? -- Video game genres -- Video games, relationships, and online interpersonal communication -- Society and video games -- Archetypes -- Video game archetypes -- The importance of play and imagination -- Understanding video gaming as immersive -- Working therapeutically with video gamers -- For the families : guiding ideas and resources for therapists and families


Video Games Are Good for You!

Video Games Are Good for You!
Author: Daniel Mauleon
Publisher:
Total Pages: 33
Release: 2020-06-25
Genre:
ISBN: 1474788106

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Over the years, video games have got a bad reputation for having a negative effect on players. But many studies have proven the opposite! From improved hand-eye coordination and better eyesight to increased socializing and fitness, discover the many ways in which video games can be good for you.


The Oxford Handbook of Cyberpsychology

The Oxford Handbook of Cyberpsychology
Author: Alison Attrill-Smith
Publisher: Oxford University Press, USA
Total Pages: 779
Release: 2019-05-21
Genre: Human-computer interaction
ISBN: 0198812744

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The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology,video gaming and cybercrime and cybersecurity.


Everything Bad is Good for You

Everything Bad is Good for You
Author: Steven Johnson
Publisher: Penguin
Total Pages: 272
Release: 2006-05-02
Genre: Social Science
ISBN: 1101158018

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From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.