video games and social competence routledge advances in game studies

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Video Games And Social Competence

Author : Rachel Kowert
ISBN : 9781317620143
Genre : Social Science
File Size : 39. 12 MB
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Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

New Perspectives On The Social Aspects Of Digital Gaming

Author : Rachel Kowert
ISBN : 9781317243625
Genre : Social Science
File Size : 40. 85 MB
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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Understanding Counterplay In Video Games

Author : Alan F. Meades
ISBN : 9781317618805
Genre : Computers
File Size : 70. 28 MB
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This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

Gender Age And Digital Games In The Domestic Context

Author : Alison Harvey
ISBN : 9781317632986
Genre : Social Science
File Size : 28. 3 MB
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Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.

The Video Game Debate

Author : Rachel Kowert
ISBN : 9781317567172
Genre : Social Science
File Size : 57. 51 MB
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Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

The Dark Side Of Game Play

Author : Torill Elvira Mortensen
ISBN : 9781317574460
Genre : Games
File Size : 89. 73 MB
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Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

The Routledge Companion To Video Game Studies

Author : Mark J.P. Wolf
ISBN : 9781136290503
Genre : Social Science
File Size : 48. 12 MB
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The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

Being A Man In A Transnational World

Author : Ernesto Vasquez del Aguila
ISBN : 9781134601813
Genre : Social Science
File Size : 56. 87 MB
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This book explores the masculinity and sexuality of migration, analyzing the complex processes of becoming a man and the strategies used by men to reconcile paradoxes and contradictions that co-exist between multiple masculinities and contradictory models of being a man. Vasquez del Aguila offers a number of conceptual contributions, including the notion of “masculine capital” that provides men with the necessary “masculine” skills and cultural competence to achieve legitimacy and social recognition as men; an analysis of male friendship where notions of solidarity and intimacy co-exist with those of distrust, competition, and power relations; and three social representations of being a man: the winner, the failed, and the good enough man. By analyzing heterosexual as well as gay masculinities, and incorporating race and class relations, this study shows the multiplicity and hierarchies of masculinities presented within a particular cultural context. Through ethnographic research undertaken over more than four years in New York and Lima, Peru, this book also examines the role of the Internet and transnational romances and the ways in which migration can create new opportunities for male sexual intimacy, while for others, it creates loneliness and isolation.

Understanding Video Games

Author : Simon Egenfeldt-Nielsen
ISBN : 9781317533122
Genre : Games
File Size : 80. 30 MB
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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Britain And The Balkans

Author : Carole Hodge
ISBN : 9781134425570
Genre : Political Science
File Size : 54. 9 MB
Format : PDF
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An incisive analysis of Britain's decision-making role in the Yugoslavian conflict of the 1990s and in the formation of its successor states. Tracing the evolution of British policy from the onset of war in Croatia and Bosnia to the NATO action in Kosovo, and beyond, this major work examines the underlying factors governing that policy, and its role in shaping the international 'consensus'. British policy is examined through parliamentary proceedings in the House of Commons and Lords, as well as through evidence offered at select committees, reports from political and humanitarian agencies, private interviews with protagonists and media coverage, in relation to the situation on the ground and to policy development on the part of other leading world powers and institutions.

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