Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.
This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically.
Author: Rachel Kowert
Category: Social Science
Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
16,20,34–37 a hindered ability to develop and maintain traditional “offline” social
skills,8,37–39 and an inability to form and maintain reciprocal offline
relationships.7,34,36,40 Social Implications of Online Video Game Involvement
The rise of ...
Author: Rachel Kowert
Category: Social Science
This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.
Subse‐quently, our efforts are directed to modifying a popular video game to
fulfill an education purpose: to train the social competence in youths and adults
with ASDs. This may lead to both better understanding in the effectiveness in the
Author: Tim Marsh
"This book brings together relevant theoretical frameworks and empirical research concerning the emerging technologies that benefit individuals living with autism"--
The following sections will review current research demonstrating how video
games have been utilized to assist the child with ASD increase social
competence, improve facial recognition skills, increase executive function
abilities, decrease ...
Author: Silton, Nava R.
Publisher: IGI Global
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
Video games have adapted to this trend with great success, as the popularity of
online video games is on the rise (Wu, ... Aspects of social competence,orrather
incompetence, have become one of the primary concerns in relation to this new ...
Author: Thorsten Quandt
Category: Language Arts & Disciplines
Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.
... the role of empathy in social competence and thus, as the glue in the social
world (Baron-Cohen & Wheelwright, 2004). ... In general, being empathic is
perceived as a socially desirable personality trait that is directly related to many
Author: C. Happ
The Wiley-Blackwell Handbook of Childhood Social Development, Second Edition presents an authoritative and up-to-date overview of research and theory concerning a child's social development from pre-school age to the onset of adolescence. Presents the most up-to-date research and theories on childhood social development Features chapters by an international cast of leaders in their fields Includes comprehensive coverage of a range of disciplinary perspectives Offers all new chapters on children and the environment, cultural influences, history of childhood, interventions, and neuro-psychological perspectives Represents an essential resource for students and researchers of childhood social development
Video games and reallife aggression: Review of the literature. ... Developmental
differences at play: Children's selective attention and performance in video
games. ... Preschoolers at play: Cosocialisers of emotional and social
Author: Peter K. Smith
Publisher: John Wiley & Sons
This book is an articulate, concise, contemporary introduction to the study of important variables underlying cardiovascular reactivity. Its strength is in the combination of a scholarly but nonpedantic approach to cardiovascular psychophysiology and a solid understanding of be havioral medicine approaches to the study of hypertension. The topics covered are central to the study of relationships between behavior and cardiovascular reactivity; the list of suggested readings at the end of each chapter provides excellent guidance for more detailed study of specific issues. It has now been more than a dozen years since Plenum Press published Paul Obrist's seminal monograph Cardiovascular Psycho physiology. The volume had a major impact in relating cardiovascular regulation to behaving individuals and in developing thoughtful hy potheses concerning such factors as they might pertain to hypertension. The impact of that work extended across scientific disciplines as well as aross continents. At the time the Obrist book was published, a young psychologist, J. Rick Turner, was completing his Ph. D. thesis in psychol ogy at the University of Birmingham, England, on heart rate reactions to psychological challenge. After continued collaboration for the next several years with his former Ph. D. mentor, Douglas Carroll, Turner joined the Obrist laboratory at the University of North Carolina. Al though Obrist unfortunately died during Turner's tenure in the labora tory, collaboration continued with Kathleen Light and Andrew Sher wood. The enlightened legacy of the North Carolina laboratory can clearly be seen in this text.
video game, mental arithmetic, mirror drawing, and a social competence
interview. The social competence interview (see also Ewart & Kolodner, 1991) is
"a semi-structured interview designed to measure subjects' propensity to
Author: J. Rick Turner
Publisher: Springer Science & Business Media
Provides extensive information about pervasive computing and its implications from various perspectives so that current and future pervasive service providers can make responsible decisions about where, when and how to use this technology.
As video games require competence in cognitive and motor skills, it is not
surprising that many children of this age become ... Bandura in his 'social
learning theory' has expressed that people learn by observing the behaviour of
others and by ...
Author: Godara, Varuna
Publisher: IGI Global
Visuals of all kinds (photographs, checklists, line drawings, cartoons, flowcharts, stick figures, etc.) are commonly used as supports for individuals on the autism spectrum who tend to think and learn visually. However, not all visuals are created equal and, therefore, visuals don't all work equally well. This companion to Learning With a Visual Brain in an Auditory World helps the reader understand how to match the developmental levels of pictures and visuals to the developmental level of the person looking at the visual. In this way, appropriate visuals provide the language development for children with autism spectrum disorders. Drawing from their experience with children and youth for decades, the authors also show how effective communication can help reduce the confusion and anxiety that often lead to behavioral outbursts.
In this way , the social determination of the child is positive , and the child is more
likely to develop social competence . ... a prosocial way . es For example , an
adolescent , Dennis , wanted to play video games every time he climbed into a
Author: Ellyn Lucas Arwood
Publisher: AAPC Publishing
Educating Students with High-Incidence Disabilities provides a comprehensive and engaging overview of characteristics, assessment and current issues related to the education of students with high incidence disabilities. Separate chapters detail well-researched and up-to-date information on learning disabilities, behavioral disorders, mild mental retardation as well as other high-incidence disabilities within applied educational settings. Each chapter provides practical examples to highlight important concepts, providing specific tips for teachers and related practitioners. Information is presented relevant to current federal initiatives with an emphasis on current best practices regarding inclusion and multicultural issues.
A socially acceptable outcome here is important because although the socially
inept student may have gotten his turn with the video game he may have
interrupted his peer ' s game or annoyed him . The student with the social skills
Author: Janine P. Stichter
Publisher: Prentice Hall
iDisorder: changes to your brain's ability to process information and your ability to relate to the world due to your daily use of media and technology resulting in signs and symptoms of psychological disorders - such as stress, sleeplessness, and a compulsive need to check in with all of your technology. Based on decades of research and expertise in the "psychology of technology," Dr. Larry Rosen offers clear, down-to-earth explanations for why many of us are suffering from an "iDisorder." Rosen offers solid, proven strategies to help us overcome the iDisorder we all feel in our lives while still making use of all that technology offers. Our world is not going to change, and technology will continue to penetrate society even deeper leaving us little chance to react to the seemingly daily additions to our lives. Rosen teaches us how to stay human in an increasingly technological world.
Adolescents' identity experiments on the Internet: Consequences for social
competence and self-concept unity. ... Designing affective video games to
support the social-emotional development of teenagers with autism spectrum
Author: Larry D. Rosen, Ph.D.
Designed to help pre- and in-service teachers address student problems in social behavior, this step-by-step guide uses a continuing case study to illustrate each of the steps for assessing behavior and planning interventions. Practical, straightforward, and easy-to-understand, this is the sort of book that students and teachers can pick up and put to immediate use.
4 Some ways to use modeling to teach social skills Have students stand on the
sidelines and watch a game or activity . ... Have students watch a video of an
interaction in which the actors display both appropriate and inappropriate
Author: Dennis R. Knapczyk
Publisher: Wadsworth Publishing Company
In the past two decades, the Internet has come to dominate every aspect of everyday life. This has been a huge change for many of us, and, for the younger generation - born into this situation - there has been no other way of living. How does this new way of life affect our health and happiness, our well-being? How does it affect our relationships, our friendships? Has the definition of friendship changed now that we have hundreds of friends on Facebook? Why is it that some people find it so hard to talk to people in their daily lives but find it so easy on the Internet? People spend so much time on the Internet - so what do we actually do on there? Why are some people so aggressive and others exceptionally helpful? Are these behaviors that we see from the same people offline? How do we take decisions online and which groups would we rather belong to online where nobody knows us, rather than revealing our true identity to the outside world? The new edition of 'The Social Net' provides a comprehensive understanding of the social aspects of the Internet. It contains chapters on topics such as identity manipulation, online romantic relationships, online decision making, the internet and aggression, and online prejudice and discrimination. The book provides the reader with an understanding of both the negative and positive influences of the net and is an exceptionally useful guide for for how to use the net to improve wellbeing. Today, when there is so much negative publicity surrounding the Internet - despite our reliance on it - this book provides a much needed balanced understanding of the Net and its influence.
The effects of prosocial and aggressive videogames on children's donating and
helping. Journal of Genetic ... Profile of a computer hacker. Seminole, FL:
Interpact ... A social information processing model of social competence in
Author: Yair Amichai-Hamburger
Publisher: OUP Oxford
This edition includes a new emphasis on early intervention and family-centred care, as well as the changing roles of the occupational therapist in schools and hospitals. Also covered are issues such as ecological assessment, new developments in assertive technology, handwriting and sensory integration. The text reflects the changes and progress made in the area of paediatrics, with new chapters on mobility, handwriting, feeding, posture/neuromotor and visual perception.
Assessment of social competence should include the child ' s function in natural
environments . ... boy from Bulgaria , conversed at length about the difficulty of
having friends come to his house because he did not own a video game system .
Author: Jane Case-Smith
Category: Child Development Disorders
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. • Images from classic and modern video games illustrate key points and make the information accessible to all readers • A bibliography of numerous psychological studies support the author's underlying motivational model
But with each passing year, video games are becoming more and more a social
world—a place to meet people, hang out ... Like our intrinsic needs for
competence and autonomy, relatedness is the third need in our PENS model
because it ...
Author: Scott Rigby
Category: Social Science
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Social.Psychol- ogy, 2, 1-79 (2nd ed.) Reading, MA: AddisonWesley. Baruch, Y. (
2006). Role-play teaching: Acting in the classroom. Management.Learning ,.37(1
), 43-61. Bateman, C. (2007). Game. Writing,. Narrative. Skills. for. Videogames.
Author: Connolly, Thomas
Publisher: IGI Global
Drawing on data from a range of contexts, including classrooms, pharmacy consultations, tutoring sessions, and video-game playing, and a range of languages including English, German, French, Danish and Icelandic, the studies in this volume address challenges suggested by these questions: What kinds of interactional resources do L2 users draw on to participate competently and creatively in their L2 encounters? And how useful is conversation analysis in capturing the specific development of individuals’ interactional competencies in specific practices across time? Rather than treating participants in L2 interactions as deficient speakers, the book begins with the assumption that those who interact using a second language possess interactional competencies. The studies set out to identify what these competencies are and how they change across time. By doing so, they address some of the difficult and yet unresolved issues that arise when it comes to comparing actions or practices across different moments in time.
Interactional. Competence. and. Development. J.K. HALL and S. PEKAREK
DOEHLER Introduction Socially grounded ... including classrooms, pharmacy
consultations, tutoring sessions and video-game playing, and a range of
Author: Prof. Joan Kelly Hall
Publisher: Multilingual Matters
Category: Language Arts & Disciplines
In this workbook companion, we expand on the strategies presented in the book by supplying need-based practical and specific strategies for implementation of a variety of other subject matters. The book provides contributions from a mix of teacher educators and practitioners. We focus on a specific targeted group, high school age adolescents. Our targeted readers are new and experienced teachers developing curricula for this group.
However, as the children play together, other skills begin to develop. “Children
begin ... In other words, their social skills begin to develop. As the children ... Limit
the amount of inactive play such as, watching television or playing video games.
Author: Robert J. Seidel
Publisher: Springer Science & Business Media
Covering the full spectrum of health conditions seen in the primary care of children, Pediatric Primary Care, 5th Edition emphasizes both prevention and management from the unique perspective of the Nurse Practitioner. Written by an expert editor/contributor team, it provides in-depth, evidence-based guidance for assessing and managing health problems in children from infancy through adolescence. Other key topics include developmental theory, the health status of children today, issues of daily living, and cultural considerations. Four-part organization includes an introductory unit, plus units on child development, the health management of children, and diseases and disorders common to childhood. UNIQUE! Functional health patterns framework in Unit Three provides a lens for discussing health promotion through the various components of healthy living. UNIQUE! ICD framework in Unit Four addresses the classification used to code diseases in both hospital and outpatient settings. UNIQUE! Practice management chapter provides need-to-know information on managing a private healthcare practice, including issues of productivity, compliance with applicable laws, quality-of-care indicators, and successful business practices. UNIQUE! Environmental health chapter offers evidence-based content on the effects of environmental toxicants, such as tobacco smoke, heavy metals, and air pollutants. An 8-page color insert presents over 40 photos that visually demonstrate key assessment findings for ear, skin, and other conditions. NEW! Pediatric Pain Management chapter addresses the increased recognition of pain as the "fifth vital sign" with expanded coverage of acute and chronic pain management in children. Extensively revised and updated genetics chapter presents a new paradigm for addressing genetic considerations in clinical practice, including an introduction to epigenetics. Increased emphasis on health disparities explores the growing health disparities among children in the U.S and worldwide and provides strategies to help patients and parents gain accessibility to health care resources. NEW! Content on implementing a "medical home" explores the trend toward family-centered coordinated health care and fosters appropriate treatment for children with chronic disease. NEW! Updated coverage takes a more global approach, exploring the health status of children outside the U.S. Expanded imaging content offers valuable guidance on using various imaging modalities, including how to prepare the child for diagnostics.
Children's social experiences provide opportunities to observe the world, test
skills and abilities, interact with others, and ... Media and technology include
television, movies, music, radio, video games, the Internet (including networking
Author: Catherine E. Burns
Publisher: Elsevier Health Sciences