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Soft Innovation in the Creative Industries: Books, Recorded Music, and Video Games

Paul Stoneman

in Soft Innovation: Economics, Product Aesthetics, and the Creative Industries

Published in print:
2010
Published Online:
May 2010
ISBN:
9780199572489
eISBN:
9780191722257
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199572489.003.0004
Subject:
Business and Management, Innovation

This chapter is the first of two taking a micro view encompassing three creative industries — publishing, music, and video games — to detail the pattern of invention/creation, embodiment and ... More


The Games, They Are a-Changin’: Technological Advancements in Video Games and Implications for Effects on Youth

James D. Ivory

in The Changing Portrayal of Adolescents in the Media Since 1950

Published in print:
2008
Published Online:
April 2010
ISBN:
9780195342956
eISBN:
9780199894284
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195342956.003.0013
Subject:
Psychology, Social Psychology

The video game market has grown enormously and sales revenue now exceeds that of the movie industry. Research on the effects of video games on youth finds both potential problems and benefits. It is ... More


Interactive audio design

Pamela Burnard

in Musical Creativities in Practice

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199583942
eISBN:
9780191740671
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199583942.003.0009
Subject:
Psychology, Music Psychology, Social Psychology

This chapter investigates an understanding of user-generated and collective creativities, which are related to how audio designers work with musicians. It presents accounts of two audio designers who ... More


Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.001.0001
Subject:
Psychology, Developmental Psychology

Violent video games are increasingly popular, raising concerns by parents, researchers, policy makers, and informed citizens about potential harmful effects. Chapter 1 describes the history of ... More


Reducing Violent Video Game Effects

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0010
Subject:
Psychology, Developmental Psychology

This chapter offers a brief summary of implications for parents and for future public policy debates in this area. At one level, it is obvious that one way to reduce the harmful effects of violent ... More


Study 3: Longitudinal Study With Elementary School Students

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0006
Subject:
Psychology, Developmental Psychology

430 third- to fifth-grade children were followed across a school year to see whether children who play more violent video games early in the school year have changed to become more aggressive by the ... More


Study 2: Correlational Study With High School Students

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0005
Subject:
Psychology, Developmental Psychology

This chapter presents Study 2, which examined the correlations between measures of video game violence exposure and aggressive behaviors among high school students, and included several important ... More


Study 1: Experimental Study of Violent Video Games With Elementary School and College Students

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0004
Subject:
Psychology, Developmental Psychology

This chapter presents Study 1, which examined the effects of exposure to the mildest form of violent video games (cartoonish children's games) on short-term aggressive behavior by children and ... More


Stories for Eyes, Ears, and Muscles: The Evolution of Embodied Simulations

Torben Grodal

in Embodied Visions: Evolution, Emotion, Culture and Film

Published in print:
2009
Published Online:
May 2009
ISBN:
9780195371314
eISBN:
9780199870585
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371314.003.0008
Subject:
Literature, Film, Media, and Cultural Studies

The chapter discusses how storytelling represents an innate mental capacity to synthesize an agency’s perceptual input, its emotions, and its output in terms of action. Insight into the architecture ... More


A New Perspective on Games and Families

Sinem Siyahhan and Elisabeth Gee

in Families at Play: Connecting and Learning through Video Games

Published in print:
2018
Published Online:
September 2018
ISBN:
9780262037464
eISBN:
9780262344579
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262037464.003.0001
Subject:
Society and Culture, Media Studies

This chapter introduces the core argument of the book- that intergenerational play and family interactions around video games can promote connection, communication, and learning - and describe the ... More


The Law and Science of Video Game Violence: Who Lost More in Translation?

William K. Ford

in Translating the Social World for Law: Linguistic Tools for a New Legal Realism

Published in print:
2016
Published Online:
August 2016
ISBN:
9780199990559
eISBN:
9780190267407
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199990559.003.0005
Subject:
Linguistics, Sociolinguistics / Anthropological Linguistics

This chapter evaluates state legislative efforts to translate the social science evidence about the effects of video game violence on children, such as evidence of a causal link between playing ... More


Multimedia Parks vs. Virtual Malls in the Elementary Years

Marina Umaschi Bers

in Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199757022
eISBN:
9780199933037
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199757022.003.0003
Subject:
Psychology, Developmental Psychology, Social Psychology

This chapter starts by introducing the metaphor of parks as spaces where children can develop and master skills, make their own choices based on personal interests and engage socially within ... More


Strengthening Family Relations

Sinem Siyahhan and Elisabeth Gee

in Families at Play: Connecting and Learning through Video Games

Published in print:
2018
Published Online:
September 2018
ISBN:
9780262037464
eISBN:
9780262344579
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262037464.003.0002
Subject:
Society and Culture, Media Studies

In this chapter, we discuss how video games promote family connection and communication, similar to other digital media technologies such as Skype and Facebook. Although video games are not ... More


Playing Along: Digital Games, YouTube, and Virtual Performance

Kiri Miller

Published in print:
2012
Published Online:
May 2012
ISBN:
9780199753451
eISBN:
9780199932979
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199753451.001.0001
Subject:
Music, History, American, Ethnomusicology, World Music

This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed ... More


Argentina

Graciela Alicia Esnaola Horacek, Alejandro Iparraguirre, Guillermo Averbuj, and María Luján Oulton

in Video Games Around the World

Published in print:
2015
Published Online:
January 2016
ISBN:
9780262527163
eISBN:
9780262328487
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262527163.003.0004
Subject:
Computer Science, Game Studies

This essay is a history of video games in Argentina, and it contains a description of the Argentine video game industry and how it has grown. Descriptions of video game companies and individual video ... More


China

Anthony Y. H. Fung and Sara Xueting Liao

in Video Games Around the World

Published in print:
2015
Published Online:
January 2016
ISBN:
9780262527163
eISBN:
9780262328487
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262527163.003.0009
Subject:
Computer Science, Game Studies

This essay is a history of video games in China, and it contains a description of the Chinese video game industry and how it has grown. Descriptions of video game companies and individual video games ... More


Violent Video Games: Background and Overview

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0001
Subject:
Psychology, Developmental Psychology

This chapter presents a brief history of violent video games, youth exposure to such games, and an overview of things to come. Although video games emerged in the 1970s, it wasn't until the 1990s ... More


Risk Factor Illustrations

Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

in Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy

Published in print:
2007
Published Online:
April 2010
ISBN:
9780195309836
eISBN:
9780199893393
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195309836.003.0007
Subject:
Psychology, Developmental Psychology

Chapter 3 described theoretically how media violence can be considered a risk factor for aggression. This chapter further explores the risk factor approach, which provides the testable hypothesis ... More


United States of America

Mark J. P. Wolf

in Video Games Around the World

Published in print:
2015
Published Online:
January 2016
ISBN:
9780262527163
eISBN:
9780262328487
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262527163.003.0038
Subject:
Computer Science, Game Studies

This essay is a history of video games in the United States of America, and it contains a description of the American video game industry and how it has grown. The focus is mainly on how American ... More


Music in Video games

Rod Munday

in Music, Sound and Multimedia: From the Live to the Virtual

Published in print:
2007
Published Online:
September 2012
ISBN:
9780748625338
eISBN:
9780748671038
Item type:
chapter
Publisher:
Edinburgh University Press
DOI:
10.3366/edinburgh/9780748625338.003.0004
Subject:
Society and Culture, Media Studies

This chapter explains how music supports the perception of a gameworld, how music supports the player's involvement in the game, and how music supports a game narrative. Music does not preserve the ... More


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