Video Game Debate 2

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A01=Rachel Kowert
A01=Thorsten Quandt
Author_Rachel Kowert
Author_Thorsten Quandt
Category=JBCT
Category=UMK
Cloudy Crystal Ball
Digital Games
Digital Inequality
digital media studies
E-sports
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Final Fantasy VII
Game Developers
gamification in education
Gaming Content
Gaming Cultures
gaming psychology research
Girl Gamer
Hero's Journey
Hero’s Journey
In-game Currency
In-game Items
Integration of loot boxes
Internet Gaming Disorder
Micro-transactions
Mobile Games
Mobile Gaming
NBA 2K
Networked Gaming
Nintendo's Wii Sports
Nintendo’s Wii Sports
participatory culture analysis
Persuasive Games
Post-test Increase
Problem Gambling
psychological effects of online gaming
Smart Phones
technomasculinity
therapeutic gaming applications
Video Game Addiction
Video Game Debate
Video Game Involvement
Violent Video Games
Virtual and augmented reality

Product details

  • ISBN 9780367366940
  • Weight: 199g
  • Dimensions: 152 x 229mm
  • Publication Date: 30 Nov 2020
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years.

Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy.

This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Rachel Kowert is the Research Director of Take This, a nonprofit organization that provides mental health information and resources to gaming communities and the gaming industry. She has been studying games and gamers for more than 10 years, with a specific focus on the social impact of digital game play. She has published numerous research articles and books on the topic, including A Parent's Guide to Video Games (2016), which won an INDIES award in science. For more information on Rachel and her research, please visit rkowert.com.

Thorsten Quandt is Professor of Online Communication at the University of Münster and a distinguished scientist with extensive experience in digital games research, both nationally and internationally. He is the founding chair of the ECREA section on Digital Games Research, and the co-editor of essential books in game studies, including Multiplayer (2013), The Video Game Debate (2016), and New Perspectives on the Social Aspects of Digital Gaming (2017).

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