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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.
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Playing Video Games: Motives, Responses, and Consequences (Lea's Communication Series)
March 28, 2006, Lawrence Erlbaum Associates
Paperback
in English
- 1 edition
0805853227 9780805853223
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- Created April 29, 2008
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November 15, 2013 | Edited by Bryan Tyson | Edited without comment. |
August 6, 2010 | Edited by IdentifierBot | added LibraryThing ID |
April 24, 2010 | Edited by Open Library Bot | Fixed duplicate goodreads IDs. |
April 16, 2010 | Edited by bgimpertBot | Added goodreads ID. |
April 29, 2008 | Created by an anonymous user | Imported from amazon.com record |