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Video game influences on aggression,...
~
Ferguson, Christopher J.
Video game influences on aggression, cognition, and attention
Record Type:
Electronic resources : Monograph/item
Title/Author:
Video game influences on aggression, cognition, and attentionedited by Christopher J. Ferguson.
other author:
Ferguson, Christopher J.
Published:
Cham :Springer International Publishing :2018.
Description:
xi, 203 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Violence in video games.
Online resource:
http://dx.doi.org/10.1007/978-3-319-95495-0
ISBN:
9783319954950$q(electronic bk.)
Video game influences on aggression, cognition, and attention
Video game influences on aggression, cognition, and attention
[electronic resource] /edited by Christopher J. Ferguson. - Cham :Springer International Publishing :2018. - xi, 203 p. :ill., digital ;24 cm.
Chapter 1. Introduction -- Chapter 2. Violent Video Games Do Promote Violence -- Chapter 3. The Infamous relationship between violent video game use and aggression: Uncharted moderators and small effects make it a Far Cry from certain -- Chapter 4. Making the case for Video Game Addiction: Does it exist or not? -- Chapter 5. Helping Parents Make Sense of Video Game Addiction -- Chapter 6. The Digital Dilemma: Why Limit Young Children's Use of Interactive Media? -- Chapter 7. Children Should Not be Protected from Using Interactive Screens -- Chapter 8. Playing Action Video Games Boosts Visual Attention -- Chapter 9. Action Games Do Not Promote Visual Attention -- Chapter 10. The Concerns Surrounding Sexist Content in Digital Games -- Chapter 11. Blame the Players, Don't Blame the Games - Why We Should Worry Less about Sexist Video Game Content and Focus More on Interactions between Players -- Chapter 12. Brain-Training Games Help Prevent Cognitive Decline in Older Adults -- Chapter 13. Video Games and Dementia: Evidence Needed -- Chapter 14. For Better or Worse: Game Structure and Mechanics Driving Social Interactions and Isolation -- Chapter 15. Video Games Are Not Socially Isolating.
ISBN: 9783319954950$q(electronic bk.)
Standard No.: 10.1007/978-3-319-95495-0doiSubjects--Topical Terms:
750249
Violence in video games.
LC Class. No.: GV1469.34.V56 / V534 2018
Dewey Class. No.: 794.8013
Video game influences on aggression, cognition, and attention
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Chapter 1. Introduction -- Chapter 2. Violent Video Games Do Promote Violence -- Chapter 3. The Infamous relationship between violent video game use and aggression: Uncharted moderators and small effects make it a Far Cry from certain -- Chapter 4. Making the case for Video Game Addiction: Does it exist or not? -- Chapter 5. Helping Parents Make Sense of Video Game Addiction -- Chapter 6. The Digital Dilemma: Why Limit Young Children's Use of Interactive Media? -- Chapter 7. Children Should Not be Protected from Using Interactive Screens -- Chapter 8. Playing Action Video Games Boosts Visual Attention -- Chapter 9. Action Games Do Not Promote Visual Attention -- Chapter 10. The Concerns Surrounding Sexist Content in Digital Games -- Chapter 11. Blame the Players, Don't Blame the Games - Why We Should Worry Less about Sexist Video Game Content and Focus More on Interactions between Players -- Chapter 12. Brain-Training Games Help Prevent Cognitive Decline in Older Adults -- Chapter 13. Video Games and Dementia: Evidence Needed -- Chapter 14. For Better or Worse: Game Structure and Mechanics Driving Social Interactions and Isolation -- Chapter 15. Video Games Are Not Socially Isolating.
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Behavioral Science and Psychology (Springer-41168)
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EB GV1469.34.V56 V652 2018 2018
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http://dx.doi.org/10.1007/978-3-319-95495-0
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