Lexington Books
Pages: 175
Trim: 6½ x 9¼
978-1-4985-1307-4 • Hardback • May 2016 • $117.00 • (£90.00)
978-1-4985-1309-8 • Paperback • April 2019 • $46.99 • (£36.00)
978-1-4985-1308-1 • eBook • May 2016 • $44.50 • (£35.00)
Ryan Rogers is assistant professor at Butler University.
Chapter 1: Three Key Elements of Video Games: Rules, Interactivity/Feedback, and Self-Presentation
Chapter Two: Education
Chapter Three: Prosocial Behaviors
Chapter Four: Mood Management
Chapter Five: History
Chapter Six: Moral Questions
Chapter 7: Violence
Chapter 8: Harassment
Chapter 9: Diversity Issues
Chapter 10: Substance Use
Chapter 11: Obesity/Depression
How Video Games Impact Players is a book we have badly needed. Today, games are made for impact of all different sorts, including entertainment, learning, health, and social change. Ryan Rogers lucidly explicates how game design features give rise to impacts that can be good, bad, or ugly.
— James Paul Gee, Arizona State University, and author of What Video Games Have to Teach Us About Leanring and Literacy
Solidly researched and lucidly framed, this balanced assessment of the positive and negative effects of video games goes beyond standard social-scientific approaches by incorporating insights from ludology, narratology, and cultural studies. A valuable addition to any game scholar's bookshelf.
— Bob Rehak, Swarthmore College