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Playing Video Games: Motives, Responses, and Consequences

Playing Video Games: Motives, Responses, and Consequences

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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomenon, 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.

Details of Book

ISBN13: 9780805853223
ISBN10: 0805853227
Language: English
Publisher: Routledge
Publication Year: 2006
Format: Paperback

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A note on book covers: 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.

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  • One Line Summary

    Explores psychological effects of gaming across diverse players.

  • Who is this book for?

    If you're curious about the deeper motivations and effects behind gaming, this book offers a comprehensive look. It weaves together insights from communication, psychology, and technology, making it a fascinating read for anyone interested in how games influence us. Whether you're a student, researcher, or just an avid gamer, you'll appreciate its thoughtful analysis.

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