Video games :: parents' perceptions, role of social media and effects on behavior /
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York :
Nova Publishers,
2014.
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Schriftenreihe: | Media and communications-- technologies, policies and challenges.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781633210165 1633210162 |
Internformat
MARC
LEADER | 00000cam a2200000 i 4500 | ||
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020 | |a 1633210162 |q (electronic bk.) | ||
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245 | 0 | 0 | |a Video games : |b parents' perceptions, role of social media and effects on behavior / |c Jeffrey Graham, editor. |
264 | 1 | |a New York : |b Nova Publishers, |c 2014. | |
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Media and communications-- Technologies, policies and challenges | |
504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Online resource; title from PDF title page (Ebsco; viewed on May 16, 2014). | |
505 | 0 | |a VIDEO GAMES: PARENTS' PERCEPTIONS, ROLE OF SOCIAL MEDIA AND EFFECTS ON BEHAVIOR; Library of Congress Cataloging-in-Publication Data; CONTENTS; PREFACE; Chapter 1: THE POSSIBLE PROSOCIAL AND ANTISOCIAL EFFECTS OF PLAYING VIDEO GAMES FREQUENTLY; ABSTRACT; INTRODUCTION; METHOD; RESULTS; DISCUSSION; REFERENCES; BIOGRAPHY; Chapter 2: CHILDREN'S SITUATIONAL MOTIVATION, RATE OF PERCEIVED EXERTION AND PHYSICAL ACTIVITY LEVELS IN EXERGAMING: ASSOCIATIONS AND GENDER DIFFERENCES; ABSTRACT; METHODS; RESULTS; DISCUSSION; REFERENCES. | |
505 | 8 | |a Chapter 3: EFFICIENCY OF BRAIN TRAINING VS. RECREATIONAL VIDEO GAMES FOR COGNITIVE/ACADEMIC PERFORMANCE: A SYNTHESIS OF 3 EXPERIMENTSABSTRACT; INTRODUCTION; EXPERIMENT 1; EXPERIMENT 2; EXPERIMENT 3; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 4: COMMUNITIES OF PLAYERS: SCALE AND SCOPE, AND THE EFFECT OF SOCIAL MEDIAS IN THE VIDEO GAME INDUSTRY; ABSTRACT; 1. INTRODUCTION; 2. COMMUNITIES TYPES; 3. MANAGING THE FIRM AND COMMUNITIES SCALE AND SCOPE TO CREATE VALUE; 4. THE STRATEGIES BEHIND SCALE AND SCOPE OF COMMUNITIES AND FIRMS; 5. DISCUSSION; FUTURE WORK DIRECTION; CONCLUSION; REFERENCES. | |
505 | 8 | |a Chapter 5: VIDEO GAMES AND SCHOOL/COGNITIVE PERFORMANCES: A STUDY ON 27000 MIDDLE SCHOOL TEENAGERSABSTRACT; INTRODUCTION; METHOD; RESULTS AND DISCUSSION; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 6: VIDEO GAMES AND SEIZURES: A REVIEW; ABSTRACT; INTRODUCTION; CONCLUSION; REFERENCES; Chapter 7: GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; ABSTRACT; GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; WHAT CONSTITUTES A "VIDEO GAME"?; PROSOCIAL GAMES RESULT IN PROSOCIAL BEHAVIOUR: CONVERGENT EVIDENCE; THE THREE CS: CONTENT, CONTEXT AND COOPERATION. | |
505 | 8 | |a HARNESSING THE PROSOCIAL "SIDE EFFECTS" OF PLAYING VIDEO GAMESMECHANISMS AND PATHWAYS: HOW VIDEO GAME PLAY CAUSES BEHAVIOURAL CHANGE; INTO THE FUTURE; APPENDIX; VIDEO GAME DESCRIPTIONS; REFERENCES; INDEX. | |
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Video games |x Psychological aspects. | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Jeux vidéo |x Aspect psychologique. | |
650 | 7 | |a GAMES |x Video & Electronic. |2 bisacsh | |
650 | 7 | |a Video games |x Psychological aspects |2 fast | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
700 | 1 | |a Graham, Jeffrey, |e editor. | |
758 | |i has work: |a Video games (Text) |1 https://id.oclc.org/worldcat/entity/E39PCFrPg47hrRB4yk9yPfBv6q |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn879861221 |
---|---|
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adam_text | |
any_adam_object | |
author2 | Graham, Jeffrey |
author2_role | edt |
author2_variant | j g jg |
author_facet | Graham, Jeffrey |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 |
callnumber-search | GV1469.34.S52 |
callnumber-sort | GV 41469.34 S52 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | VIDEO GAMES: PARENTS' PERCEPTIONS, ROLE OF SOCIAL MEDIA AND EFFECTS ON BEHAVIOR; Library of Congress Cataloging-in-Publication Data; CONTENTS; PREFACE; Chapter 1: THE POSSIBLE PROSOCIAL AND ANTISOCIAL EFFECTS OF PLAYING VIDEO GAMES FREQUENTLY; ABSTRACT; INTRODUCTION; METHOD; RESULTS; DISCUSSION; REFERENCES; BIOGRAPHY; Chapter 2: CHILDREN'S SITUATIONAL MOTIVATION, RATE OF PERCEIVED EXERTION AND PHYSICAL ACTIVITY LEVELS IN EXERGAMING: ASSOCIATIONS AND GENDER DIFFERENCES; ABSTRACT; METHODS; RESULTS; DISCUSSION; REFERENCES. Chapter 3: EFFICIENCY OF BRAIN TRAINING VS. RECREATIONAL VIDEO GAMES FOR COGNITIVE/ACADEMIC PERFORMANCE: A SYNTHESIS OF 3 EXPERIMENTSABSTRACT; INTRODUCTION; EXPERIMENT 1; EXPERIMENT 2; EXPERIMENT 3; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 4: COMMUNITIES OF PLAYERS: SCALE AND SCOPE, AND THE EFFECT OF SOCIAL MEDIAS IN THE VIDEO GAME INDUSTRY; ABSTRACT; 1. INTRODUCTION; 2. COMMUNITIES TYPES; 3. MANAGING THE FIRM AND COMMUNITIES SCALE AND SCOPE TO CREATE VALUE; 4. THE STRATEGIES BEHIND SCALE AND SCOPE OF COMMUNITIES AND FIRMS; 5. DISCUSSION; FUTURE WORK DIRECTION; CONCLUSION; REFERENCES. Chapter 5: VIDEO GAMES AND SCHOOL/COGNITIVE PERFORMANCES: A STUDY ON 27000 MIDDLE SCHOOL TEENAGERSABSTRACT; INTRODUCTION; METHOD; RESULTS AND DISCUSSION; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 6: VIDEO GAMES AND SEIZURES: A REVIEW; ABSTRACT; INTRODUCTION; CONCLUSION; REFERENCES; Chapter 7: GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; ABSTRACT; GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; WHAT CONSTITUTES A "VIDEO GAME"?; PROSOCIAL GAMES RESULT IN PROSOCIAL BEHAVIOUR: CONVERGENT EVIDENCE; THE THREE CS: CONTENT, CONTEXT AND COOPERATION. HARNESSING THE PROSOCIAL "SIDE EFFECTS" OF PLAYING VIDEO GAMESMECHANISMS AND PATHWAYS: HOW VIDEO GAME PLAY CAUSES BEHAVIOURAL CHANGE; INTO THE FUTURE; APPENDIX; VIDEO GAME DESCRIPTIONS; REFERENCES; INDEX. |
ctrlnum | (OCoLC)879861221 |
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 |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-11-27T13:25:58Z |
institution | BVB |
isbn | 9781633210165 1633210162 |
language | English |
oclc_num | 879861221 |
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series | Media and communications-- technologies, policies and challenges. |
series2 | Media and communications-- Technologies, policies and challenges |
spelling | Video games : parents' perceptions, role of social media and effects on behavior / Jeffrey Graham, editor. New York : Nova Publishers, 2014. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Media and communications-- Technologies, policies and challenges Includes bibliographical references and index. Online resource; title from PDF title page (Ebsco; viewed on May 16, 2014). VIDEO GAMES: PARENTS' PERCEPTIONS, ROLE OF SOCIAL MEDIA AND EFFECTS ON BEHAVIOR; Library of Congress Cataloging-in-Publication Data; CONTENTS; PREFACE; Chapter 1: THE POSSIBLE PROSOCIAL AND ANTISOCIAL EFFECTS OF PLAYING VIDEO GAMES FREQUENTLY; ABSTRACT; INTRODUCTION; METHOD; RESULTS; DISCUSSION; REFERENCES; BIOGRAPHY; Chapter 2: CHILDREN'S SITUATIONAL MOTIVATION, RATE OF PERCEIVED EXERTION AND PHYSICAL ACTIVITY LEVELS IN EXERGAMING: ASSOCIATIONS AND GENDER DIFFERENCES; ABSTRACT; METHODS; RESULTS; DISCUSSION; REFERENCES. Chapter 3: EFFICIENCY OF BRAIN TRAINING VS. RECREATIONAL VIDEO GAMES FOR COGNITIVE/ACADEMIC PERFORMANCE: A SYNTHESIS OF 3 EXPERIMENTSABSTRACT; INTRODUCTION; EXPERIMENT 1; EXPERIMENT 2; EXPERIMENT 3; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 4: COMMUNITIES OF PLAYERS: SCALE AND SCOPE, AND THE EFFECT OF SOCIAL MEDIAS IN THE VIDEO GAME INDUSTRY; ABSTRACT; 1. INTRODUCTION; 2. COMMUNITIES TYPES; 3. MANAGING THE FIRM AND COMMUNITIES SCALE AND SCOPE TO CREATE VALUE; 4. THE STRATEGIES BEHIND SCALE AND SCOPE OF COMMUNITIES AND FIRMS; 5. DISCUSSION; FUTURE WORK DIRECTION; CONCLUSION; REFERENCES. Chapter 5: VIDEO GAMES AND SCHOOL/COGNITIVE PERFORMANCES: A STUDY ON 27000 MIDDLE SCHOOL TEENAGERSABSTRACT; INTRODUCTION; METHOD; RESULTS AND DISCUSSION; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 6: VIDEO GAMES AND SEIZURES: A REVIEW; ABSTRACT; INTRODUCTION; CONCLUSION; REFERENCES; Chapter 7: GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; ABSTRACT; GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; WHAT CONSTITUTES A "VIDEO GAME"?; PROSOCIAL GAMES RESULT IN PROSOCIAL BEHAVIOUR: CONVERGENT EVIDENCE; THE THREE CS: CONTENT, CONTEXT AND COOPERATION. HARNESSING THE PROSOCIAL "SIDE EFFECTS" OF PLAYING VIDEO GAMESMECHANISMS AND PATHWAYS: HOW VIDEO GAME PLAY CAUSES BEHAVIOURAL CHANGE; INTO THE FUTURE; APPENDIX; VIDEO GAME DESCRIPTIONS; REFERENCES; INDEX. Video games Social aspects. Video games Psychological aspects. Jeux vidéo Aspect social. Jeux vidéo Aspect psychologique. GAMES Video & Electronic. bisacsh Video games Psychological aspects fast Video games Social aspects fast Graham, Jeffrey, editor. has work: Video games (Text) https://id.oclc.org/worldcat/entity/E39PCFrPg47hrRB4yk9yPfBv6q https://id.oclc.org/worldcat/ontology/hasWork Media and communications-- technologies, policies and challenges. FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=776136 Volltext |
spellingShingle | Video games : parents' perceptions, role of social media and effects on behavior / Media and communications-- technologies, policies and challenges. VIDEO GAMES: PARENTS' PERCEPTIONS, ROLE OF SOCIAL MEDIA AND EFFECTS ON BEHAVIOR; Library of Congress Cataloging-in-Publication Data; CONTENTS; PREFACE; Chapter 1: THE POSSIBLE PROSOCIAL AND ANTISOCIAL EFFECTS OF PLAYING VIDEO GAMES FREQUENTLY; ABSTRACT; INTRODUCTION; METHOD; RESULTS; DISCUSSION; REFERENCES; BIOGRAPHY; Chapter 2: CHILDREN'S SITUATIONAL MOTIVATION, RATE OF PERCEIVED EXERTION AND PHYSICAL ACTIVITY LEVELS IN EXERGAMING: ASSOCIATIONS AND GENDER DIFFERENCES; ABSTRACT; METHODS; RESULTS; DISCUSSION; REFERENCES. Chapter 3: EFFICIENCY OF BRAIN TRAINING VS. RECREATIONAL VIDEO GAMES FOR COGNITIVE/ACADEMIC PERFORMANCE: A SYNTHESIS OF 3 EXPERIMENTSABSTRACT; INTRODUCTION; EXPERIMENT 1; EXPERIMENT 2; EXPERIMENT 3; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 4: COMMUNITIES OF PLAYERS: SCALE AND SCOPE, AND THE EFFECT OF SOCIAL MEDIAS IN THE VIDEO GAME INDUSTRY; ABSTRACT; 1. INTRODUCTION; 2. COMMUNITIES TYPES; 3. MANAGING THE FIRM AND COMMUNITIES SCALE AND SCOPE TO CREATE VALUE; 4. THE STRATEGIES BEHIND SCALE AND SCOPE OF COMMUNITIES AND FIRMS; 5. DISCUSSION; FUTURE WORK DIRECTION; CONCLUSION; REFERENCES. Chapter 5: VIDEO GAMES AND SCHOOL/COGNITIVE PERFORMANCES: A STUDY ON 27000 MIDDLE SCHOOL TEENAGERSABSTRACT; INTRODUCTION; METHOD; RESULTS AND DISCUSSION; CONCLUSION; ACKNOWLEDGMENTS; REFERENCES; Chapter 6: VIDEO GAMES AND SEIZURES: A REVIEW; ABSTRACT; INTRODUCTION; CONCLUSION; REFERENCES; Chapter 7: GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; ABSTRACT; GAMING FOR GOOD: VIDEO GAMES AND ENHANCING PROSOCIAL BEHAVIOUR; WHAT CONSTITUTES A "VIDEO GAME"?; PROSOCIAL GAMES RESULT IN PROSOCIAL BEHAVIOUR: CONVERGENT EVIDENCE; THE THREE CS: CONTENT, CONTEXT AND COOPERATION. HARNESSING THE PROSOCIAL "SIDE EFFECTS" OF PLAYING VIDEO GAMESMECHANISMS AND PATHWAYS: HOW VIDEO GAME PLAY CAUSES BEHAVIOURAL CHANGE; INTO THE FUTURE; APPENDIX; VIDEO GAME DESCRIPTIONS; REFERENCES; INDEX. Video games Social aspects. Video games Psychological aspects. Jeux vidéo Aspect social. Jeux vidéo Aspect psychologique. GAMES Video & Electronic. bisacsh Video games Psychological aspects fast Video games Social aspects fast |
title | Video games : parents' perceptions, role of social media and effects on behavior / |
title_auth | Video games : parents' perceptions, role of social media and effects on behavior / |
title_exact_search | Video games : parents' perceptions, role of social media and effects on behavior / |
title_full | Video games : parents' perceptions, role of social media and effects on behavior / Jeffrey Graham, editor. |
title_fullStr | Video games : parents' perceptions, role of social media and effects on behavior / Jeffrey Graham, editor. |
title_full_unstemmed | Video games : parents' perceptions, role of social media and effects on behavior / Jeffrey Graham, editor. |
title_short | Video games : |
title_sort | video games parents perceptions role of social media and effects on behavior |
title_sub | parents' perceptions, role of social media and effects on behavior / |
topic | Video games Social aspects. Video games Psychological aspects. Jeux vidéo Aspect social. Jeux vidéo Aspect psychologique. GAMES Video & Electronic. bisacsh Video games Psychological aspects fast Video games Social aspects fast |
topic_facet | Video games Social aspects. Video games Psychological aspects. Jeux vidéo Aspect social. Jeux vidéo Aspect psychologique. GAMES Video & Electronic. Video games Psychological aspects Video games Social aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=776136 |
work_keys_str_mv | AT grahamjeffrey videogamesparentsperceptionsroleofsocialmediaandeffectsonbehavior |