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'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a ...
'A welcome counterpoint to the technopanic that screen time is causing a mental health crisis' Bruce Hood 'A rare mix of trustworthy science, practical advice, and human stories ... I'm going to recommend it to all the parents I know, and keep it handy for reference next time I see a scary headline about how technology is ruining our lives' Timandra Harkness 'Punctures some of the most pernicious myths about our smartphone and screen-dominated lives, while offering good advice about how to improve the time we spend with screens ... a must-read' New Scientist Most of us spend a significant part of the day in front of a screen. Our work and social lives play out through our computers, tablets ...
Melanie s Marvelous Measles takes children on a journey to learn about the ineffectiveness of vaccinations and to know they don t have to be scared of childhood illnesses, like measles and chicken pox. There are many health messages for parents to expand on about keeping healthy. For an information pack on vaccinations to be sent out free in Australia, people can e-mail growingawareness@yahoo.com and provide their postal address.
Even as the popularity of videogames has skyrocketed, a dark cloud continues to hang over them. Many people who play games feel embarrassed to admit as much, and many who don't worry about the long-term effects of a medium often portrayed as dangerous and corruptive. Drawing on years of experience working directly with people who play games, clinical psychologist Alexander Kriss steers the discourse away from extreme and factually inaccurate claims around the role of games in addiction, violence and mental illness, instead focusing on the importance of understanding the unique relationship that forms between a game and its player. Through vivid psychotherapy case illustrations, autobiographical memoir, and a wide range of psychological theory and research, The Gaming Mind lays out an honest and humanistic vision of games, their potentials and risks, and how they can teach us more about who we are and who we could be.
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.
We are living in a world full of games. More than 31 million people in the UK are gamers. The average young person will spend 10,000 hours gaming by the age of twenty-one. The future belongs to those who play games. In this ground-breaking book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.
A food psychologist identifies hidden factors, motivations, and cues that cause overeating and offers practical solutions to help avoid these hidden traps and enjoy food without putting on excess pounds.
On topics from genetic engineering and mad cow disease to vaccination and climate change, this Handbook draws on the insights of 57 leading science of science communication scholars who explore what social scientists know about how citizens come to understand and act on what is known by science.
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.
Site-Specific Art charts the development of an experimental art form in an experimental way. Nick Kaye traces the fascinating historical antecedents of today's installation and performance art, while also assembling a unique documentation of contemporary practice around the world. The book is divided into individual analyses of the themes of space, materials, site, and frames. These are interspersed by specially commissioned documentary artwork from some of the world's foremost practitioners and artists working today. This interweaving of critique and creativity has never been achieved on this scale before. Site-Specific Art investigates the relationship of architectural theory to an understanding of contemporary site related art and performance, and rigorously questions how such works can be documented. The artistic processes involved are demonstrated through entirely new primary articles from: * Meredith Monk * Station House Opera * Brith Gof * Forced Entertainment. This volume is an astonishing contribution to debates around experimental cross-arts practice.