rent-now

Rent More, Save More! Use code: ECRENTAL

5% off 1 book, 7% off 2 books, 10% off 3+ books

9780805853223

Playing Video Games: Motives, Responses, and Consequences

by ;
  • ISBN13:

    9780805853223

  • ISBN10:

    0805853227

  • Edition: 1st
  • Format: Nonspecific Binding
  • Copyright: 2006-03-28
  • Publisher: Routledge

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.

Purchase Benefits

  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $91.95 Save up to $26.44
  • Rent Book $65.51
    Add to Cart Free Shipping Icon Free Shipping

    TERM
    PRICE
    DUE
    USUALLY SHIPS IN 3-5 BUSINESS DAYS
    *This item is part of an exclusive publisher rental program and requires an additional convenience fee. This fee will be reflected in the shopping cart.

How To: Textbook Rental

Looking to rent a book? Rent Playing Video Games: Motives, Responses, and Consequences [ISBN: 9780805853223] for the semester, quarter, and short term or search our site for other textbooks by Vorderer; Peter. Renting a textbook can save you up to 90% from the cost of buying.

Summary

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 Games: 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.

Table of Contents

Foreword ix
Preface xi
Contributors xiii
1. Playing Video Games as Entertainment
1(8)
Peter Vorderer, Jennings Bryant, Katherine M. Pieper, and René Weber
2. Designing the Experience of Interactive Play
9
Michael Sellers
I The Product
3. A Brief Biography of Computer Games
25(18)
Henry Lowood
4. The (Computer) Games People Play
43(14)
Barry P Smith
5. Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games
57(20)
Stacy Smith
6. Massively Multiplayer Online Games
77(14)
Elaine Chan and Peter Vorderer
II Motivation and Selection
7. Why People Play Games: An Industry Perspective
91(10)
G. Christopher Klug and Jesse Schell
8. Why Play? An Evolutionary Perspective
101(14)
Peter Ohler and Gerhild Nieding
9. The Influence of Personality Factors on Computer Game Choice
115(18)
Tilo Hartmann and Christoph Klimmt
10. Effectance, Self-Efficacy, and the Motivation to Play Video Games
133(14)
Christoph Klimmt and Tilo Hartmann
11. What Attracts Children?
147(18)
Maria von Salisch, Caroline Oppl, and Astrid Kristen
12. Adolescents and the Appeal of Video Games
165(16)
Arthur A. Raney, Jason K. Smith, and Kaysee Baker
13. Selective Exposure to Video Games
181(16)
Jennings Bryant and John Davies
III Reception and Reaction Processes
14. A Brief Social History of Game Play
197(16)
Dmitri Williams
15. Video Game Uses and Gratifications as Predicators of Use and Game Preference
213(12)
John L. Sherry, Kristen Lucas, Bradley S. Greenberg, and Ken Lachlan
16. The Role of Presence in the Experience of Electronic Games
225(16)
Ron Tamborini and Paul Skalski
17. The Role of Music in Video Games
241(18)
Sean M. Zehnder and Scott D. Lipscomb
18. Narrative and Interactivity in Computer Games
259(16)
Kwan Min Lee, Namkee Park, and Seung-A Jin
19. Realism, Imagination, and Narrative Video Games
275(16)
Michael A. Shapiro, Jorge Peña-Herborn, and Jeffrey T Hancock
20. Playing Online
291(16)
Ann-Sofie Axelsson and Tim Regan
21. What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game
307(18)
Francis F. Steen, Patricia M. Greenfield, Mari Siân Davies, and Brendesha Tynes
IV Effects and Consequences
22. What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature
325(22)
Kwan Min Lee and Wei Peng
23. Aggression and Violence as Effects of Playing Violent Video Games?
347(16)
René Weber, Ute Ritterfeld, and Anna Kostygina
24. A Theoretical Model of the Effects and Consequences of Playing Video Games
363(16)
Katherine E. Buckley and Craig A. Anderson
25. What Can We Learn From Playing Interactive Games?
379(20)
Debra A. Lieberman
26. Video Games for Entertainment and Education
399(16)
Ute Ritterfeld and René Weber
27. Game Playing and Adolescents' Development
415(14)
Kevin Durkin
Author Index 429(14)
Subject Index 443

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program