Learning from video games (and everything else): the general learning model
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversi...
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Hauptverfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge
Cambridge University Press
[2021]
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Schriftenreihe: | Cambridge elements
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Schlagworte: | |
Online-Zugang: | BSB01 UBG01 UPA01 Volltext |
Zusammenfassung: | Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed |
Beschreibung: | 1 Online-Ressource (88 Seiten) |
ISBN: | 9781108966511 |
DOI: | 10.1017/9781108966511 |
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Datensatz im Suchindex
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author | Gentile, Douglas 1964- Gentile, J. Ronald 1941- |
author_GND | (DE-588)173796761 (DE-588)1251005772 |
author_facet | Gentile, Douglas 1964- Gentile, J. Ronald 1941- |
author_role | aut aut |
author_sort | Gentile, Douglas 1964- |
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collection | ZDB-20-CBO |
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dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Psychologie |
discipline_str_mv | Sport Psychologie |
doi_str_mv | 10.1017/9781108966511 |
format | Electronic eBook |
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index_date | 2024-07-03T19:06:16Z |
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isbn | 9781108966511 |
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spelling | Gentile, Douglas 1964- Verfasser (DE-588)173796761 aut Learning from video games (and everything else) the general learning model Douglas A. Gentile, J. Ronald Gentile Cambridge Cambridge University Press [2021] © 2021 1 Online-Ressource (88 Seiten) txt rdacontent c rdamedia cr rdacarrier Cambridge elements Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed Video games / Psychological aspects Gentile, J. Ronald 1941- Verfasser (DE-588)1251005772 aut Erscheint auch als Druck-Ausgabe, Paperback 978-1-108-96593-4 https://doi.org/10.1017/9781108966511 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Gentile, Douglas 1964- Gentile, J. Ronald 1941- Learning from video games (and everything else) the general learning model Video games / Psychological aspects |
title | Learning from video games (and everything else) the general learning model |
title_auth | Learning from video games (and everything else) the general learning model |
title_exact_search | Learning from video games (and everything else) the general learning model |
title_exact_search_txtP | Learning from video games (and everything else) the general learning model |
title_full | Learning from video games (and everything else) the general learning model Douglas A. Gentile, J. Ronald Gentile |
title_fullStr | Learning from video games (and everything else) the general learning model Douglas A. Gentile, J. Ronald Gentile |
title_full_unstemmed | Learning from video games (and everything else) the general learning model Douglas A. Gentile, J. Ronald Gentile |
title_short | Learning from video games (and everything else) |
title_sort | learning from video games and everything else the general learning model |
title_sub | the general learning model |
topic | Video games / Psychological aspects |
topic_facet | Video games / Psychological aspects |
url | https://doi.org/10.1017/9781108966511 |
work_keys_str_mv | AT gentiledouglas learningfromvideogamesandeverythingelsethegenerallearningmodel AT gentilejronald learningfromvideogamesandeverythingelsethegenerallearningmodel |