Playing Video Games : Motives, Responses, and Consequences

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Understanding motivations and effects of video games.

This book is a great read for anyone interested in understanding the world of video games beyond entertainment. It discusses how video games have become a social phenomenon and provides a thorough examination of the psychological and mediated aspects of video game play. It is ideal for scholars, researchers, and graduate students in media studies, psychology, and marketing.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.

Playing Video Games : Motives, Responses, and Consequences

Regular price
Unit price
per
Compare to estimated retail price: S$138.73  
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ISBN: 9780805853223
Publisher: Routledge
Date of Publication: 2006-03-28
Format: Paperback
Goodreads rating: 3.92
(rated by 12 readers)

Description

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 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.
 

Understanding motivations and effects of video games.

This book is a great read for anyone interested in understanding the world of video games beyond entertainment. It discusses how video games have become a social phenomenon and provides a thorough examination of the psychological and mediated aspects of video game play. It is ideal for scholars, researchers, and graduate students in media studies, psychology, and marketing.

Note: While we do our best to ensure the accuracy of cover images, ISBNs may at times be reused for different editions of the same title which may hence appear as a different cover.