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MARC Record from marc_openlibraries_sanfranciscopubliclibrary

Record ID marc_openlibraries_sanfranciscopubliclibrary/sfpl_chq_2018_12_24_run04.mrc:198151586:3476
Source marc_openlibraries_sanfranciscopubliclibrary
Download Link /show-records/marc_openlibraries_sanfranciscopubliclibrary/sfpl_chq_2018_12_24_run04.mrc:198151586:3476?format=raw

LEADER: 03476cam a2200529 a 4500
001 670238173
003 OCoLC
005 20151005092914.0
008 100923s2011 caua b 001 0 eng
010 $a2010040752
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035 $a(OCoLC)670238173$z(OCoLC)472868022
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042 $apcc
049 $aSFRA
050 00 $aGV1469.3$b.R55 2011
082 00 $a794.8$222
092 $a794.8$bR4485g
100 1 $aRigby, Scott.
245 10 $aGlued to games :$bhow video games draw us in and hold us spellbound /$cScott Rigby and Richard M. Ryan.
260 $aSanta Barbara, CA :$bABC-CLIO/Praeger,$cc2011.
300 $axiii, 186 p. :$bill. ;$c25 cm.
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
490 1 $aNew directions in media
504 $aIncludes bibliographical references and index.
505 0 $aThe emotional experience of games today -- Games and the need for competence -- Games and the need for autonomy -- Games and the need for relatedness -- Immersion and presence -- Dangerous waters: the addictive undertow of games -- The appeal and perils of aggression in video games -- Gaming beyond entertainment -- Relating to games: a practical road map.
520 $aThis book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
650 0 $aVideo games$xPsychological aspects.
650 0 $aVideo games$xSocial aspects.
700 1 $aRyan, Richard M.
830 0 $aNew directions in media.
907 $a.b24811932$b11-21-18$c12-08-11
998 $axam$b02-14-12$cm$da $e-$feng$gcau$h0$i0
957 00 $aOCLC reclamation of 2017-18
907 $a.b24811932$b02-24-15$c12-08-11
956 $aPre-reclamation 001 value: ocn670238173
980 $a0212 KL
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994 $aC0$bSFR
999 $yMARS
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