The Psychology of Video Games The Psychology of Everything Series
Auteur : Hodent Celia
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena?
The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations.
With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
Chapter 1: Our brains on video games
Chapter 2: Game User Experience
Chapter 3: Can playing video games be beneficial?
Chapter 4: Can playing video games be detrimental?
Chapter 5: Ethics in the video game industry
Conclusion
Celia Hodent is a PhD in psychology and an independent consultant, providing guidance on the topics of game user experience (UX), ethics, and inclusion. She has over 10 years' experience working with game studios, including Ubisoft, LucasArts, and Epic Games (Fortnite).
Date de parution : 10-2020
12.9x19.8 cm
Thème de The Psychology of Video Games :
Mots-clés :
Antisocial Behaviors; Game Developers; video games; Game User Experience; computer games; Grand Theft Auto; human factors psychology; Prosocial Video Game; user experience; Games Fun; video game benefits; Playing Video Games; video game addiction; video game violence; PEGI; free to play; Pokémon; toxicity; Wo; gaming and the brain; Violent Video Games; game development; Pathological Gaming; games in education; Internet Gaming Disorder; games in healthcare; Visual Attention Skills; Dark Pattern; ethics considerations; Violent Video Game Exposure; video game creation; Violent Videogame Play; Game Flow; Ux Designer; Video Game Exposure; Action Video Games; WM; Ux Researcher; Video Deficit