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Foreword | |
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Preface | |
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Playing Video Games as Entertainment | |
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Designing the Experience of Interactive Play | |
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The Product | |
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A Brief Biography of Computer Games | |
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The (Computer) Games People Play | |
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Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games | |
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Massively Multiplayer Online Games | |
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Motivation and Selection | |
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Why People Play Games: An Industry Perspective | |
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Why Play? An Evolutionary Perspective | |
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The Influence of Personality Factors on Computer Game Choice | |
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Effectance, Self-Efficacy, and the Motivation to Play Video Games | |
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What Attracts Children? | |
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Adolescents and the Appeal of Video Games | |
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Selective Exposure to Video Games | |
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Reception and Reaction Processes | |
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A Brief Social History of Game Play | |
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Video Game Uses and Gratifications as Predicators of Use and Game Preference | |
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The Role of Presence in the Experience of Electronic Games | |
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The Role of Music in Video Games | |
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Narrative and Interactivity in Computer Games | |
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Realism, Imagination, and Narrative Video Games | |
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Playing Online | |
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What Went Wrong WithThe Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game | |
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Effects and Consequences | |
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What Do We Know About Social and Psychological Effects of Computer Games? | |
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A Comprehensive Review of the Current Literature | |
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Aggression and Violence as Effects of Playing Violent Video Games? | |
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A Theoretical Model of the Effects and Consequences of Playing Video Games | |
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What Can We Learn From Playing Interactive Games? | |
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Video Games for Entertainment and Education | |
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Game Playing and Adolescents' Development | |