Savage Pastimes

Savage Pastimes
Title Savage Pastimes PDF eBook
Author Harold Schechter
Publisher Macmillan
Total Pages 214
Release 2005-03
Genre History
ISBN 9780312282769

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In this cogent and well-researched book, Harold Schechter argues that, unlike the popular conception of the media inciting violence through displaying it, without these outlets of violence in the media a basic human need would not be met and would have to be acted out in much more destructive ways. Schechter demonstrates how violent images saturated the earliest newspaper, how art and disturbing images are not incompatible and how the demoaisation of comic books in the 1950s det up a pattern of equating testosterone fuelled entertainment with aggression.

Regulating Violence in Entertainment

Regulating Violence in Entertainment
Title Regulating Violence in Entertainment PDF eBook
Author Paul Ruschmann
Publisher Infobase Publishing
Total Pages 153
Release 2010
Genre Electronic books
ISBN 1438134541

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Provides divergent viewpoints on whether or not exposure to violent entertainment harms young people.

The Lure of the Arena

The Lure of the Arena
Title The Lure of the Arena PDF eBook
Author Garrett G. Fagan
Publisher Cambridge University Press
Total Pages 375
Release 2011-02-17
Genre Games & Activities
ISBN 0521196167

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Were the Romans who watched brutal gladiatorial games all that different from us? This book argues they were not.

Cultural Perspectives of Video Games: From Desiger to Player

Cultural Perspectives of Video Games: From Desiger to Player
Title Cultural Perspectives of Video Games: From Desiger to Player PDF eBook
Author
Publisher BRILL
Total Pages 207
Release 2020-09-25
Genre Social Science
ISBN 1848881614

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Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Taming Gaming

Taming Gaming
Title Taming Gaming PDF eBook
Author Andy Robertson
Publisher Unbound Publishing
Total Pages 379
Release 2021-01-21
Genre Games & Activities
ISBN 1783528931

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Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.

The Game Believes in You

The Game Believes in You
Title The Game Believes in You PDF eBook
Author Greg Toppo
Publisher St. Martin's Press
Total Pages 256
Release 2015-04-21
Genre Computers
ISBN 1466879459

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What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Reset

Reset
Title Reset PDF eBook
Author Rusel DeMaria
Publisher ReadHowYouWant.com
Total Pages 446
Release 2009-02
Genre Video gamers
ISBN 1442964499

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Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.