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ویرایش:
نویسندگان: Nicholas David Bowman
سری:
ISBN (شابک) : 9781351235266, 1351235265
ناشر: Routledge
سال نشر: 2018
تعداد صفحات: 277
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 6 مگابایت
در صورت تبدیل فایل کتاب Video Games: A Medium That Demands Our Attention به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی های ویدیویی: رسانه ای که توجه ما را می طلبد نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover\nHalf Title\nTitle Page\nCopyright Page\nTable of Contents\nList of Contributors\nSeries Editor’s Foreword\nAcknowledgments\nIntroduction\n1. The Demanding Nature of Video Game Play\n Interactivity as Demand\n Cognitive Demand\n Emotional Demand\n Physical Demand\n Social Demand\n Conclusion\n Ludography\n Note\n References\n2. Video Games and Cognitive Skills\n Plasticity, Learning, and the Curse of Learning Specificity\n Video Games: Too Broad a Category to Ask Questions About Behavioral Impact\n What Are Action Video Games?\n How Do We Study the Impact of Action Video Games on Perception and Cognition?\n Cognitive Benefits Seen to Arise via Action Video Game Play\n Potential for Real-World Impact\n Challenges Going Forward\n Conclusion\n Ludography\n Notes\n References\n3. The Role of Engagement in Facilitating Games-Based Persuasion\n Persuasive Games and Engagement\n Gameplay, Flow, and Persuasion\n Narrative, Transportation, and Persuasion\n Cognitive Demand and Persuasion\n Conclusion: The Importance of Optimal Demand\n Ludography\n References\n4. Research on the Emotions Caused by Video Games Demands Integration\n Video Games as Toys and Distractions\n Video Game Research on Emotions\n Mechanisms of Emotion Elicitation in Video Game Play\n A Call to Action\n Conclusion\n Ludography\n References\n5. Gaming Is Awesome! A Theoretical Model on Cognitive Demands and the Elicitation of Awe during Video Game Play\n Introducing Awe: An Enjoyable and Meaningful Affective Experience\n Conceptualizing the Elicitation of Awe\n Theorizing Positive Awe as a Gaming Experience\n Conclusion: Awe and Game Entertainment\n Ludography\n References\n6. Behavioral Demands as Behavioral Affordances in Video Games\n Behavioral Demand via Input Device\n Moving Beyond Input-Output Models\n Game Mechanics as Behavioral Constraints\n Affordances in Game Environments\n Benefits of Adopting an Affordance-Based Perspective on Behavioral Demand\n Social Play as Game Affordance\n Conclusion and Further Questions\n Ludography\n References\n7. Applying Psychological Theory to In-Game Moral Behaviors Through the Development of a Purpose-Made Game\n Agency, Interactivity, and Behavior: Past Research\n Creation of a Theory-Driven Bespoke Morality Game\n Conclusion\n Ludography\n References\n8. A Communication Model of Social Demands in Video Games\n Message\n Medium\n Context\n Senders\n Receivers\n Feedback\n Noise\n Conclusion\n Ludography\n References\n9. Tandem Play: Theorizing Sociality in Single-Player Gameplay\n Sociality and Play\n Initial Investigation: Exploring Tandem Play\n Themes of Tandem Play\n Replicating, Refining, and Expanding Tandem Play\n (More) Emerging Themes of Tandem Play\n Conclusions\n Ludography\n Notes\n References\n10. Social Demand in Video Games and the Synchronization Theory of Flow\n Synchronization Theory of Flow\n The STF and Video Games\n The Unique Demands of Social Tasks\n Conclusion\n Ludography\n References\n11. Explicating the Electricity of eSports: Motivations for Play and Consumption\n The Legitimization and Development of eSports\n Uncovering Motivations of eSport Participation: A Survey\n Anatomy of the eSport Participant\n Into the Great Wide Open: eSport, Communities, and Gratifications of the Future\n Ludography\n References\n12. Live Streams and Revenue Streams: Twitch as a Hybrid Gaming Culture\n Twitch: A Live Streaming Social Gaming Platform\n Twitch Features and Functional Capabilities\n Twitch as a Hybrid Gaming Culture\n Hybrid Gaming Cultures and Civic Potential\n Conclusion\n Ludography\n References\n13. Development of the Video Game Demand Scale\n Interactivity and Demand\n Research Goals\n Method\n Participants\n Measures\n Results\n VDGS Factor Analysis\n Predictive Validity\n Convergent Validity\n Concurrent Validity\n Discussion\n Implications and Utility of VGDS\n Limitations and Future Research\n Conclusion\n Acknowledgements\n Notes\n References\nAppendix A\n Posters\nAppendix B\nIndex