Video games a medium that demands our attention / [edited by] Nicholas Bowman.
| Other author | Bowman, Nicholas David. |
| Format | Electronic |
| Publication Info | New York, NY : Routledge, 2018. |
| Description | 1 online resource. |
| Supplemental Content | Full text available from Taylor & Francis eBooks |
| Subjects |
| Series | Electronic media research series |
| Contents | The demanding nature of video game play / Nicholas D. Bowman -- Video games and cognitive skills / C. Shawn Green -- The role of engagement in facilitating game-based persuasion / Brett Sherrick -- Research on the emotions caused by video games demands integration / Matthew Grizzard and C. Joseph Francemone -- Gaming is awesome! a theoretical model on cognitive demands and the elicitation of awe during video game play / Danile Possler and Christoph Klimmt -- Behavioral demands as behavioral affordances in video games / Allison Eden, David Ewoldsen, Joomi Lee, and David Beyea -- Applying psychological theory to in-game moral behaviors through the development of a purpose-made game / Sarah E. Hodge, John McAlaney, Christos Gatzidis, Eike Falk Anderson, Davide Melacca, and Jacqui Taylor -- A communication model of social demands in video games / Jorge Pe©ła -- Tandem play: theorizing sociality in sociality in single player gameplay / Mia Consalvo, Jason Begy, Sarah Ganzon, and Rainforest Scully-Blaker -- Social demand in video games and the snychronization thoery of flow / Kevin Kryston, Eric Novotny, Ralf Schm©Þlzle, Ron Tamborini -- Explicating the electricity of esports: motivation for play and consumption / Kenon A. Brown, Andrew C. Billings, Melvin Lewis, and Kimberly Bissell -- Live streams and revenue streams: twitch as a hybrid gaming culture / John A. Velez, Melissa R. Gotlieb, Geoffrey Graybeal, Alan Abitbol, and Jonathan A. Villarreal. |
| Abstract | "This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of the medium as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies"-- Provided by publisher. |
| Bibliography note | Includes bibliographical references. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Source of description | Description based on print version record and CIP data provided by publisher. |
| Issued in other form | Print version: Video games New York, NY : Routledge, 2018 9780815376897 |
| Genre/form | Electronic books. |
| LCCN | 2018021133 |
| ISBN | 9781351235242 (epub) |
| ISBN | 9781351235266 (ebook) |
| ISBN | 9781351235259 (pdf) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Electronic Resources | Access Content Online | ✔ Available |