Abstract
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it’s not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what’s happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them.
With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium’s success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that’s becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
Schlagworte
ubiquity of video games negative effects of video games a2 psychology negative effects of video games psychology video game video game addiction video game addiction help video game addiction teens video game business video game culture video game players video game subculture video game violence video games video gaming psychology effects of video games psychology of playing video games psychology of popular media culture video games psychology of video game players psychology of video games and violence psychology of violence in video games psychology positive effects of video games psychology studies of video games psychology today benefits of video games psychology video game design psychology video game studies psychology video games addiction playing video games popular culture and video games popular culture in video games positive effects of video games psychology a2 the psychology of immersion in video games the psychology of playing video games the psychology of video game addiction the psychology of video game avatars benefits of video games psychology today effects of video games and computers psychology- Kapitel Ausklappen | EinklappenSeiten
- i–xx Preface i–xx
- 125–218 Part 3: Those Who Sell 125–218
- 279–280 Notes 279–280
- 281–290 Bibliography 281–290
- 291–293 Index 291–293