Overview
- Examines ongoing scientific debates and diverging scholarly perspectives with regard to video games and their effects on players
- Sets an objective tone that eschews the often-polarizing disputes about video games
- Offers a point/counterpoint scholarly exchange on a broad array of video gaming topics
- Explores various outcomes of playing video games (e.g., social skills, intelligence, dementia, addiction, violence, and sexism)
Access this book
Tax calculation will be finalised at checkout
Other ways to access
Table of contents (15 chapters)
Keywords
- Addiction and video games
- Aggression and video games
- Alzheimer’s Disease and video games
- Attention and video games
- Brain games and videos
- Brain training and video games
- Cognition and video games
- Dementia and video games
- DSM-5 and video games
- Gamergate and video
- Infant interactive screen time
- Internet Game Disorder and videos
- Mental health and video games
- Learning, academics, and video games
- Misogyny and video games
- Sexism and video games
- Social isolation and video games
- Social skills and video games
- Video game and violence
- Visuospatial cognition and video games
About this book
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions.
Key questions addressed include:
· Do violent video games promote violence?
· Does video game addiction exist?
· Should parents limit children’s use of interactive media?
· Do action video games promote visual attention?
· Does sexist content in video games promote misogyny in real life?
· Can video games slow the progress of dementia?
· Are video games socially isolating?
Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
Editors and Affiliations
About the editor
Christopher J. Ferguson, Ph.D., is a professor of psychology at Stetson University in Deland, FL. He has published dozens of articles related to video game influences on behaviors, including video game violence, addiction issues, and representation of female characters in games. He is a fellow of the American Psychological Association and received an Early Career Scientist Award from the Media Psychology and Technology Division of the APA. He also publishes fiction, including a novel, Suicide Kings and short stories that are available at his website ChristopherJFerguson.com.
Bibliographic Information
Book Title: Video Game Influences on Aggression, Cognition, and Attention
Editors: Christopher J. Ferguson
DOI: https://doi.org/10.1007/978-3-319-95495-0
Publisher: Springer Cham
eBook Packages: Behavioral Science and Psychology, Behavioral Science and Psychology (R0)
Copyright Information: Springer International Publishing AG, part of Springer Nature 2018
Hardcover ISBN: 978-3-319-95494-3Published: 14 September 2018
Softcover ISBN: 978-3-030-07044-1Published: 21 December 2018
eBook ISBN: 978-3-319-95495-0Published: 21 August 2018
Edition Number: 1
Number of Pages: XI, 203
Number of Illustrations: 1 b/w illustrations
Topics: Developmental Psychology, Social Work, Educational Policy and Politics