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Foreword | |
Preface | |
Playing Video Games as Entertainment | |
Designing the Experience of Interactive Play | |
The Product | |
A Brief Biography of Computer Games | |
The (Computer) Games People Play | |
Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games | |
Massively Multiplayer Online Games | |
Motivation and Selection | |
Why People Play Games: An Industry Perspective | |
Why Play? An Evolutionary Perspective | |
The Influence of Personality Factors on Computer Game Choice | |
Effectance, Self-Efficacy, and the Motivation to Play Video Games | |
What Attracts Children? | |
Adolescents and the Appeal of Video Games | |
Selective Exposure to Video Games | |
Reception and Reaction Processes | |
A Brief Social History of Game Play | |
Video Game Uses and Gratifications as Predicators of Use and Game Preference | |
The Role of Presence in the Experience of Electronic Games | |
The Role of Music in Video Games | |
Narrative and Interactivity in Computer Games | |
Realism, Imagination, and Narrative Video Games | |
Playing Online | |
What Went Wrong WithThe Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game | |
Effects and Consequences | |
What Do We Know About Social and Psychological Effects of Computer Games? | |
A Comprehensive Review of the Current Literature | |
Aggression and Violence as Effects of Playing Violent Video Games? | |
A Theoretical Model of the Effects and Consequences of Playing Video Games | |
What Can We Learn From Playing Interactive Games? | |
Video Games for Entertainment and Education | |
Game Playing and Adolescents' Development | |
Table of Contents provided by Publisher. All Rights Reserved. |
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