Video Games
Routledge (Verlag)
978-0-367-73399-5 (ISBN)
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
Nicholas David Bowman (Ph.D., Michigan State University) is an Associate Professor in the Department of Communication Studies at West Virginia University, where he founded and directs the Interaction Lab (#ixlab). His work considers the intersection of communication technology and human interaction, and the manner in which mediated communication places a variety of different demands on users. He has authored or co-authored over 120 peer-reviewed manuscripts and book chapters related to these issues, and his work has been recognized by regional, national, and international associations. He is the current editor of Communication Research Reports and is an associate editor of Journal of Media Psychology, and he serves on a number of editorial boards, external review panels, and grant committees.
Table of Contents
Introduction
The Demanding Nature of Video Game Play by Nicholas D. Bowman
Video Games and Cognitive Skills by C. Shawn Green
The Role of Engagement in Facilitating Game-Based Persuasion by Brett Sherrick
Research on the Emotions Caused by Video Games Demands Integration by Matthew Grizzard and C. Joseph Francemone
Gaming Is Awesome! A Theoretical Model on Cognitive Demands and the Elicitation of Awe during Video Game Play by Danile Possler, Christoph Klimmt and Arthur A. Raney
Behavioral Demands as Behavioral Affordances in Video Games by Allison Eden, David R. Ewoldsen, Joomi Lee, and David Beyea
Applying Psychological Theory to In-Game Moral Behaviors Through the Development of a Purpose-Made Game by Sarah E. Hodge, John McAlaney, Christos Gatzidis, Eike Falk Anderson, Davide Melacca, and Jacqui Taylor
A Communication Model of Social Demands in Video Games by Jorge Peña
Tandem Play: Theorizing Sociality in Single Player Gameplay by Mia Consalvo, Jason Begy, Sarah Christina Ganzon, and Rainforest Scully-Blaker
Social Demand in Video Games and the Synchronization Theory of Flow by Kevin Kryston, Eric Novotny, Ralf Schmälzle, and Ron Tamborini
Explicating the Electricity of eSports: Motivations for Play and Consumption by Kenon A. Brown, Andrew C. Billings, Melvin Lewis, and Kimberly Bissell
Live Streams and Revenue Streams: Twitch as a Hybrid Gaming Culture by John A. Velez, Melissa R. Gotlieb, Geoffrey Graybeal, Alan Abitbol, and Jonathan A. Villarreal
Development of the Video Game Demand Scale by Nicholas David Bowman, Joseph Wasserman, and Jaime Banks
Erscheinungsdatum | 16.01.2021 |
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Reihe/Serie | Electronic Media Research Series |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 376 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 0-367-73399-4 / 0367733994 |
ISBN-13 | 978-0-367-73399-5 / 9780367733995 |
Zustand | Neuware |
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