Empathy and Violent Video Games

Author: C. Happ
Publisher: Springer
ISBN: 1137440139
Format: PDF, ePub, Mobi
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Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

The SAGE Handbook of Digital Technology Research

Author: Sara Price
Publisher: SAGE
ISBN: 1446287084
Format: PDF, ePub, Mobi
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Research on and with digital technologies is everywhere today. This timely, authoritative Handbook explores the issues of rapid technological development, social change, and the ubiquity of computing technologies which have become an integrated part of people's everyday lives. This is a comprehensive, up-to-date resource for the twenty-first century. It addresses the key aspects of research within the digital technology field and provides a clear framework for readers wanting to navigate the changeable currents of digital innovation. Main themes include: - Introduction to the field of contemporary digital technology research - New digital technologies: key characteristics and considerations - Research perspectives for digital technologies: theory and analysis - Environments and tools for digital research - Research challenges Aimed at a social science audience, it will be of particular value for postgraduate students, researchers and academics interested in research on digital technology, or using digital technology to undertake research.

Cyberpsychology as Everyday Digital Experience across the Lifespan

Author: Dave Harley
Publisher: Springer
ISBN: 1137592001
Format: PDF, Kindle
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Digital technologies are deeply embedded in everyday life with opportunities for information access and perpetual social contact now mediating most of our activities and relationships. This book expands the lens of Cyberpsychology to consider how digital experiences play out across the various stages of people’s lives. Most psychological research has focused on whether human-technology interactions are a ‘good’ or a ‘bad’ thing for humanity. This book offers a distinctive approach to the emergent area of Cyberpsychology, moving beyond these binary dilemmas and considering how popular technologies have come to frame human experience and relationships. In particular the authors explore the role of significant life stages in defining the evolving purpose of digital technologies. They discuss how people’s symbiotic relationship with digital technologies has started to redefine our childhoods, how we experience ourselves, how we make friends, our experience of being alone, how we have sex and form romantic relationships, our capacity for being antisocial as well as the experience of growing older and dying. This interdisciplinary book will be of great interest to scholars and practitioners across psychology, digital technology and media studies as well as anyone interested in how technology influences our behaviour.

Cyberpsychology and the Brain

Author: Thomas D. Parsons
Publisher: Cambridge University Press
ISBN: 1107094879
Format: PDF, ePub, Docs
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This book proposes a framework for integrating neuroscience and cyberpsychology for the study of social, cognitive, and affective processes.

Harm and Offence in Media Content

Author: Andrea Millwood Hargrave
Publisher: Intellect Books
ISBN: 1841502383
Format: PDF
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Children and teenagers are often the first to adopt new media technologies, and parents and policy makers continue to be concerned about the widespread use of diverse media and its potential effects on young people. Harm and Offence in Media Content presents a significant and comprehensive analysis of the benefits and dangers posed by both established and emergent technologies. Newly updated, this balanced, critical account examines all media, including interactive games, social networking and mobile phones. Many examples specifically focus on the United States, noting the ways in which young people are using new technologies and the partnerships this has given rise to between state governments, media regulators and Internet service providers. This informative guide to a controversial field of study will be a useful resource for scholars in media, communication, psychology, sociology and education.

Does Playing Video Games Make Players More Violent

Author: Barrie Gunter
Publisher: Springer
ISBN: 1137579854
Format: PDF, Docs
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This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.

Video Games and Social Competence

Author: Rachel Kowert
Publisher: Routledge
ISBN: 1317620135
Format: PDF, Docs
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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.

Digital Youth

Author: Kaveri Subrahmanyam
Publisher: Springer Science & Business Media
ISBN: 9781441962782
Format: PDF, Docs
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Youth around the world are fittingly described as digital natives because of their comfort and skill with technological hardware and content. Recent studies indicate that an overwhelming majority of children and teenagers use the Internet, cell phones, and other mobile devices. Equipped with familiarity and unprecedented access, it is no wonder that adolescents consume, create, and share copious amounts of content. But is there a cost? Digital Youth: The Role of Media in Development recognizes the important role of digital tools in the lives of teenagers and presents both the risks and benefits of these new interactive technologies. From social networking to instant messaging to text messaging, the authors create an informative and relevant guidebook that goes beyond description to include developmental theory and implications. Also woven throughout the book is an international sensitivity and understanding that clarifies how, despite the widespread popularity of digital communication, technology use varies between groups globally. Other specific topics addressed include: Sexuality on the Internet. Online identity and self-presentation. Morality, ethics, and civic engagement. Technology and health. Violence, cyberbullying, and victimization. Excessive Internet use and addictive behavior. This comprehensive volume is a must-have reference for researchers, clinicians, and graduate students across such disciplines as developmental/clinical child/school psychology, social psychology, media psychology, medical and allied health professions, education, and social work.

Media Rich Instruction

Author: Rosemary Papa
Publisher: Springer
ISBN: 3319001523
Format: PDF
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E-learning has brought an enormous change to instruction, in terms of both rules and tools. Contemporary education requires diverse and creative uses of media technology to keep students engaged and to keep up with rapid developments in the ways they learn and teachers teach. Media Rich Instruction addresses these requirements with up-to-date learning theory and practices that incorporate innovative platforms for information delivery into traditional areas such as learning skills and learner characteristics. Experts in media rich classroom experiences and online instruction delve into the latest findings on student cognitive processes and motivation to learn while offering multimedia classroom strategies geared to specific curriculum areas. Advances such as personal learning environments, gamification, and the Massive Open Online Course are analyzed in the context of their potential for collaborative and transformative learning. And each chapter features key questions and application activities to make coverage especially practical across grade levels and learner populations. Among the topics included: Building successful learning experiences online. Language and literacy, reading and writing. Mathematics teaching and learning with and through education technology. Learning science through experiment and practice. Social studies teaching for learner engagement. The arts and Technology. Connecting school to community. At a time when many are pondering the future of academic standards and student capacity to learn, Media Rich Instruction is a unique source of concrete knowledge and useful ideas for current and future researchers and practitioners in media rich instructional strategies and practices.

Ethics and Game Design Teaching Values through Play

Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Format: PDF, Mobi
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.