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Video games : parents' perceptions, role of social media and effects on behavior /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Graham, Jeffrey (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : Nova Publishers, 2014.
Colección:Media and communications-- technologies, policies and challenges.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • VIDEO GAMES: PARENTS' PERCEPTIONS, ROLE OF SOCIAL MEDIA AND EFFECTS ON BEHAVIOR; Library of Congress Cataloging-in-Publication Data; CONTENTS; PREFACE; Chapter 1: THE POSSIBLE PROSOCIAL AND ANTISOCIAL EFFECTS OF PLAYING VIDEO GAMES FREQUENTLY; ABSTRACT; INTRODUCTION; METHOD; RESULTS; DISCUSSION; REFERENCES; BIOGRAPHY; Chapter 2: CHILDREN'S SITUATIONAL MOTIVATION, RATE OF PERCEIVED EXERTION AND PHYSICAL ACTIVITY LEVELS IN EXERGAMING: ASSOCIATIONS AND GENDER DIFFERENCES; ABSTRACT; METHODS; RESULTS; DISCUSSION; REFERENCES.
  • Chapter 3: EFFICIENCY OF BRAIN TRAINING VS. RECREATIONAL VIDEO GAMES FOR COGNITIVE/ACADEMIC PERFORMANCE: A SYNTHESIS OF 3 EXPERIMENTSABSTRACT; INTRODUCTION; EXPERIMENT 1; EXPERIMENT 2; EXPERIMENT 3; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 4: COMMUNITIES OF PLAYERS: SCALE AND SCOPE, AND THE EFFECT OF SOCIAL MEDIAS IN THE VIDEO GAME INDUSTRY; ABSTRACT; 1. INTRODUCTION; 2. COMMUNITIES TYPES; 3. MANAGING THE FIRM AND COMMUNITIES SCALE AND SCOPE TO CREATE VALUE; 4. THE STRATEGIES BEHIND SCALE AND SCOPE OF COMMUNITIES AND FIRMS; 5. DISCUSSION; FUTURE WORK DIRECTION; CONCLUSION; REFERENCES.
  • Chapter 5: VIDEO GAMES AND SCHOOL/COGNITIVE PERFORMANCES: A STUDY ON 27000 MIDDLE SCHOOL TEENAGERSABSTRACT; INTRODUCTION; METHOD; RESULTS AND DISCUSSION; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 6: VIDEO GAMES AND SEIZURES: A REVIEW; ABSTRACT; INTRODUCTION; CONCLUSION; REFERENCES; Chapter 7: GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; ABSTRACT; GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; WHAT CONSTITUTES A "VIDEO GAME"?; PROSOCIAL GAMES RESULT IN PROSOCIAL BEHAVIOUR: CONVERGENT EVIDENCE; THE THREE CS: CONTENT, CONTEXT AND COOPERATION.
  • HARNESSING THE PROSOCIAL "SIDE EFFECTS" OF PLAYING VIDEO GAMESMECHANISMS AND PATHWAYS: HOW VIDEO GAME PLAY CAUSES BEHAVIOURAL CHANGE; INTO THE FUTURE; APPENDIX; VIDEO GAME DESCRIPTIONS; REFERENCES; INDEX.