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Got Game reveals the profound impact that the "gamer generation" (already bigger than the baby boom) will have on the future of business. While games have made this group dramatically different in terms of their attitudes, expectations, and abilities, the potential of this generation has scarcely been noticed in most organizations. But managers won't be able to ignore gamers for long. Comprised of millions of rising professionals in the U.S. alone, the gamer generation will ultimately dominate the workforce - and they are already changing the rules of business. Beck and Wade dispel common myths about gamers and reveal them as committed, team-oriented professionals who play to win. They offer specific strategies today's managers can use to bridge the generation gap and unleash gamers' hidden potential.
Video gamers as businesspeople --- Video gamers --- Psychology
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An epidemic has been growing over the past ten years. What had started out as a simple game has grown into a social dilemma. Video games without pause buttons are played worldwide by easily over ten million gamers. Their hold on gamers has led to suicides, homicides, and dying of malnutrition in the worst-case scenarios. In the better instances, they have ruined families, educations and careers. Plugged In is a familyas and clinicianas best friend in the war against online game addiction. Secrets of the biological and psychological factors of online game addiction are revealed by a clinician and experienced video gamer. Tools for assessment and step-by-step treatment recommendations are provided. Learn the language of gamers and why it is so hard for them to unplug from online games and get back into life.
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""The world of video games has long revolved around a subset of its player base-straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying games to appeal to players like themselves. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This collection of new essays examines the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity."-Provided by publisher"--
Women video gamers. --- Video games --- Social aspects. --- Sex differences. --- Modding
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"If you enjoy video games as a pastime, you are certainly not alone-billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren't being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading a book. Playing video games is thus often seen at best as a waste of time, and at worst a source of violent tragedy. Why It's OK to Be a Gamer takes on the pervasive assumption that playing video games is a childish and time-wasting hobby, and a potentially addictive and dangerous one at that. It argues instead that there are many ways in which gaming can help us flourish, for example by: developing genuine friendships and other meaningful relationships with others, helping us cultivate a virtuous personal character, giving us a unique aesthetic experience, providing us with psychological benefits, and just plain helping us relax and enjoy ourselves. Video games are not just for those with no life; on the contrary, they can help contribute to a rich and meaningful life"--
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Video games --- Video gamers --- Radicalization. --- Radicalism. --- Political aspects. --- Political activity.
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Video games - Social aspects --- Video gamers - Psychology --- Popular culture --- Sociology of culture --- Mass communications --- Computer. Automation --- Video games --- Video gamers
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Usability is about making digital products, such as video games, easier to use and matching them closely to player requirements, needs, and desires. Video games with high usability are generally played more efficiently and frequently and typically experience higher sales volumes. This book presents case studies describing academic research and practical hands-on experience related to usability testing methodologies and techniques with the aim of improving the human/computer interfaces of video games and players' user experiences.
Video gamers --- Video games --- User interfaces (Computer systems) --- Jeux vidéo. --- Research. --- Design.
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Scénarios simplistes et violents ; activité abrutissante et asociale ; sous-culture néfaste qui se propage au détriment de la lecture et de l'apprentissage... Les jeux vidéo sont accusés de tous tes maux, à tel point qu'on se demande comment leurs utilisateurs ne sont pas tous de petits sociopathes. Bien loin de ces clichés effrayants, Benoît Virole, psychanalyste d'enfants et d'adolescents, utilise les Sims ou Tomb Raider avec ses jeunes patients. Issu de cette expérience, ce livre est destiné à tous ceux qui veulent s'y retrouver dans le monde des jeux vidéo : quelle attitude adopter en tant que parent devant un enfant qui passe te plus clair de son temps les yeux rivés, à son écran ? Les jeux vidéo entraînent-ils un risque de confusion entre réel et imaginaire ? Rendent-ils forcément agressif ou amorphe ? Doit-on les bannir ou au contraire en favoriser l'usage, voire les faire entrer à l'école ? Benoît Virole répond à ces questions et plaide pour une approche réfléchie de ces nouveaux outils de communication. Il nous propose une visite guidée de ces univers virtuels mal connus et mat aimés des adultes, et pourtant ancrés dans la vie de leurs enfants.
Video games --- Video games --- Video gamers --- Video games industry --- Video games
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"Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech"--
Video gamers --- Video games --- Violence in video games. --- Psychology. --- Moral and ethical aspects.
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Video gamers --- Video games --- Joueurs de jeux vidéo --- Jeux vidéo --- Psychological aspects --- Aspect psychologique
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