Glued to games : how video games draw us in and hold us spellbound / Scott Rigby and Richard M. Ryan.
- ISBN: 9780313362255 (electronic bk.)
- ISBN: 0313362254 (electronic bk.)
- Physical Description: 1 online resource (xiii, 186 pages) : illustrations.
- Publisher: Santa Barbara, Calif. : ABC-CLIO, 
- Copyright: ©2011
|Bibliography, etc. Note:||
Includes bibliographical references and index.
|Formatted Contents Note:||
The 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.
This 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.
|Source of Description Note:||
Description based on print version record.
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|Subject:||Video games > Psychological aspects.
Video games > Social aspects.
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