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Online and Electronic Gaming : Fun, Abuse, Compulsion, and Crime. オンラインゲーム、コンピューターゲーム -楽しみ、中毒、強迫、犯罪-
・ISBN 978-0-313-37954-3 hard US$ 44.95
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| 著者・編者 | McQuade, Samuel C., III / Colt, J. P. / Sampat, N. M., |
|---|---|
| 出版社 | (Praeger, US) |
| 出版年月 | 2010 |
| ページ数 | 230 pp. |
| 言語 | ENG |
| ニュース番号 | <579-1391> |
解説
Supported with dozens of true stories, this book provides a thorough, well-researched, and balanced explanation of the many ways in which people use computer and console devices to play games-for better and for worse.
Games come naturally to humans, so it is no wonder that electronics and the Internet have engendered a thriving gaming industry. Written by a life-long gamer, parent educator security director, and university professor, Online and Electronic Gaming: Fun, Abuse, Compulsion, and Crime offers a comprehensive exploration of this multifaceted world.
Game use for recreation and education is vividly illustrated with real-life stories. These positive tales are contrasted with illustrations of deceptive practices and motivations of gamers who use technology to bully, defraud, hack computer systems, and explore deviancy and sexual fantasies. Internet addiction through gaming is also carefully explained on the basis of medical and social science research. Not an alarmist text, the book maintains a balanced perspective when explaining controversial issues, such as addiction, violent/sex-themed gaming content, and the correlation of gaming with juvenile delinquency or crime. However, the authors do point to the need for responsible gaming aided by informed parents, education, and industry standards for age/developmentally appropriate content, complimented by government oversight and regulation.
* Quotes from dozens of youth and adult gamers, many of them victims of online abuse and crimes related to the games they play
* Interviews with parents, educators, gaming designers, and other gaming industry professionals about their concerns and about the future of gaming for learning and fun
* Results of online survey research involving thousands of K-12 students
* A timeline of major historical events in the development of online and electronic gaming