Table of Contents
Table of Contents
Preface
Chapter 1 – The Possible Prosocial and Antisocial Effects of Playing Video Games Frequently (pp. 1-16)
J. J. De Simone (Insights Meta, Corporate Communications Adjunct Professor at Avila University, Kansas City, Missouri, USA)
Chapter 2 – Children‘s Situational Motivation, Rate of Perceived Exertion and Physical Activity Levels in Exergaming: Associations and Gender Differences (pp. 17-28)
Zan Gao, Leslie Podlog and Jung Eun Lee (University of Minnesota, Minneapolis, MN, USA, and others)
Chapter 3 – Efficiency of Brain Training vs. Recreational Video Games for Cognitive/Academic Performance: A Synthesis of 3 Experiments (pp. 29-74)
Sonia Lorant and Alain Lieury (Université de Strasbourg, France, and others)
Chapter 4 – Communities of Players: Scale and Scope, and the Effect of Social Medias in the Video Game Industry (pp. 75-96)
Thierry Burger-Helmchen (University of Strasbourg, BETA – CNRS, France)
Chapter 5 – Video Games and School/Cognitive Performances: A Study on 27000 Middle School Teenagers (pp. 97-120)
Alain Lieury, Sonia Lorant, Bruno Trosseille, Françoise Champault and Ronan Vourc’h (Université Rennes 2, France and others)
Chapter 6 – Video Games and Seizures: A Review (pp. 121-140)
G. F. A. Harding and A. G. Harding (Aston Brain Centre, Aston University, Birmingham, UK, and others)
Chapter 7 – Gaming for Good: Video Games and Enhancing Prosocial Behaviour (pp. 141-166)
Holli-Anne Passmore and Mark D. Holder (Department of Psychology, IKBSAS University of British Columbia, Kelowna, BC, Canada)
Index