Video Games

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A. Brown Kenon
A. Raney Arthur
A. Velez John
A. Villarreal Jonathan
Abitbol Alan
Action Video Game Play
Action Video Games
Assassin's Creed II
Assassin’s Creed II
Automatic Resource Allocation
Awe Experiences
Banks Jaime
Begy Jason
Behavioral Demand
behavioural affordance
Beyea David
Bissell Kimberly
Bowman Nicholas David
C. Billings Andrew
Category=JBCT
Category=UGN
Category=UMK
Cd Projekt
Christina Ganzon Sarah
cognitive skill development
cognitive skills
Consalvo Mia
Cooperative Game Play
David Bowman Nicholas
Dragon Age
E. Hodge Sarah
Eden Allison
electronic media studies
emotional engagement research
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
eSports
esports consumption analysis
Falk Anderson Eike
Francemone C. Joseph
Game Controller
Game Developers
game-based persuasion
games-based persuasion
gaming
Gatzidis Christos
Grand Theft Auto
Grand Theft Auto Series
Graybeal Geoffrey
Green C. Shawn
Grizzard Matthew
Hidden Affordances
HTC Vive
Klimmt Christoph
Kryston Kevin
Lee Joomi
Lewis Melvin
McAlaney John
Measure Behavioral Outcomes
Media Flow State
media studies
Melacca Davide
Mood Management Theory
Multiple Object Tracking Task
Nintendo
Novotny Eric
Participation Hierarchies
Pena Jorge
Persuasive Games
PlayStation
Possler Daniel
psychological models in gaming behavior
R. Ewoldsen David
R. Gotlieb Melissa
Reward Networks
Schmalzle Ralf
Scully-Blaker Rainforest
Sherrick Brett
Single Player Games
social demand
social interaction in gaming
Synchronization Theory
Tamborini Ron
tandem play
Taylor Jacqui
Twitch
Video games
Visuo Motor Tasks
Wasserman Joseph
Xbox

Product details

  • ISBN 9780815376897
  • Weight: 498g
  • Dimensions: 152 x 229mm
  • Publication Date: 27 Jul 2018
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Nicholas David Bowman (Ph.D., Michigan State University) is an Associate Professor in the Department of Communication Studies at West Virginia University, where he founded and directs the Interaction Lab (#ixlab). His work considers the intersection of communication technology and human interaction, and the manner in which mediated communication places a variety of different demands on users. He has authored or co-authored over 120 peer-reviewed manuscripts and book chapters related to these issues, and his work has been recognized by regional, national, and international associations. He is the current editor of Communication Research Reports and is an associate editor of Journal of Media Psychology, and he serves on a number of editorial boards, external review panels, and grant committees.