Video Game Debate 2

Video Game Debate 2

EnglishPaperback / softbackPrint on demand
Kowert Rachel
Taylor & Francis Ltd
EAN: 9780367366940
Print on demand
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Detailed information

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years.

Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy.

This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

EAN 9780367366940
ISBN 0367366940
Binding Paperback / softback
Publisher Taylor & Francis Ltd
Publication date November 30, 2020
Pages 130
Language English
Dimensions 229 x 152
Country United Kingdom
Authors Kowert Rachel; Quandt Thorsten
Illustrations 3 Tables, black and white; 1 Line drawings, black and white; 1 Illustrations, black and white
Series Routledge Debates in Digital Media Studies