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...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge
Cambridge University Press
2021
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Schriftenreihe: | Cambridge elements. Elements in applied social psychology
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Schlagworte: | |
Online-Zugang: | https://doi.org/10.1017/9781108966511 |
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: | 88 pages Illustrationen, Diagramme |
ISBN: | 9781108965934 |
DOI: | 10.1017/9781108966511 |
Internformat
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author_GND | (DE-588)173796761 (DE-588)1251005772 |
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doi_str_mv | 10.1017/9781108966511 |
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illustrated | Illustrated |
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institution | BVB |
isbn | 9781108965934 |
language | English |
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owner_facet | DE-19 DE-BY-UBM |
physical | 88 pages Illustrationen, Diagramme |
publishDate | 2021 |
publishDateSearch | 2021 |
publishDateSort | 2021 |
publisher | Cambridge University Press |
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series2 | Cambridge elements. Elements in applied social psychology |
spelling | Gentile, Douglas 1964- Verfasser (DE-588)173796761 aut Learning from video games (and everything else) the general learning model Douglas A. Gentile (Iowa State University), J. Ronald Gentile (State University of New York, Buffalo) Cambridge Cambridge University Press 2021 88 pages Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Cambridge elements. Elements in applied social psychology 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- Sonstige (DE-588)1251005772 oth Erscheint auch als Online-Ausgabe X:CUP https://doi.org/10.1017/9781108966511 Resolving-System |
spellingShingle | Gentile, Douglas 1964- 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 (Iowa State University), J. Ronald Gentile (State University of New York, Buffalo) |
title_fullStr | Learning from video games (and everything else) the general learning model Douglas A. Gentile (Iowa State University), J. Ronald Gentile (State University of New York, Buffalo) |
title_full_unstemmed | Learning from video games (and everything else) the general learning model Douglas A. Gentile (Iowa State University), J. Ronald Gentile (State University of New York, Buffalo) |
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 |
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