The Locator -- [(subject = "Video games--Psychological aspects")]

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001 03742802B0D211E8923D894D97128E48
003 SILO
005 20180905010705
008 180412t20182018nyu      b    001 0 eng  
010    $a 2018003771
020    $a 1633883795
020    $a 9781633883796
035    $a (OCoLC)1002493444
040    $a DLC $b eng $e rda $c DLC $d OCLCO $d OCLCQ $d JSE $d OCLCF $d FM0 $d KVIJL $d VP@ $d IOU $d SILO
042    $a pcc
043    $a n-us---
050 00 $a GV1469.34.S52 $b G45 2018
082 00 $a 794.8 $2 23
084    $a PSY009000 $a PSY009000 $2 bisacsh
100 1  $a Geissinger, Eric, $d 1968- $e author.
245 10 $a Gamer nation : $b the rise of modern gaming and the compulsion to play again / $c Eric Geissinger.
264  1 $a Amherst, New York : $b Prometheus Books, $c 2018.
300    $a 277 pages ; $c 24 cm
504    $a Includes bibliographical references (pages 243-268) and index.
505 0  $a Birds do it, bees don't do it, but some pig-faced turtles do it -- All work and no unstructured play makes Jane whiny -- Massive size is massive -- Anatomy of a bestseller -- Candy Crush(ing) the competition, and harpooning whales -- Professional leagues and the rise of esports--are they still games? -- The dangers of the virtual -- Keep us safe by giving them games -- Flooding the Colosseum.
520    $a "A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon"-- $c Provided by publisher.
650  0 $a Video games $x Social aspects $z United States.
650  0 $a Video games $x Psychological aspects.
650  0 $a Video game addiction $z United States.
941    $a 8
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952    $l PNAX964 $d 20191026010515.0
952    $l HWAX074 $d 20190607010553.0
952    $l UQAX771 $d 20190514013651.0
952    $l USUX851 $d 20190502024112.0
952    $l BAPH771 $d 20180905014730.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=03742802B0D211E8923D894D97128E48
994    $a C0 $b IOU

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