Sex, Brains, and Video Games

Sex, Brains, and Video Games

Author: Jennifer Burek Pierce

Publisher: American Library Association

Published: 2017-03-09

Total Pages: 245

ISBN-13: 0838915507

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How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.


Book Synopsis Sex, Brains, and Video Games by : Jennifer Burek Pierce

Download or read book Sex, Brains, and Video Games written by Jennifer Burek Pierce and published by American Library Association. This book was released on 2017-03-09 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.


Sex, Brains, and Video Games

Sex, Brains, and Video Games

Author: Jennifer Burek Pierce

Publisher: ALA Editions

Published: 2009-01-30

Total Pages: 0

ISBN-13: 9780838909515

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Library services to young adults should aspire to two fundamental objectives: to engage young people through meaningful and appealing responses to their recreational and informational needs, while supporting good developmental outcomes. How are those of us who work in libraries supposed to work effectively with them?


Book Synopsis Sex, Brains, and Video Games by : Jennifer Burek Pierce

Download or read book Sex, Brains, and Video Games written by Jennifer Burek Pierce and published by ALA Editions. This book was released on 2009-01-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Library services to young adults should aspire to two fundamental objectives: to engage young people through meaningful and appealing responses to their recreational and informational needs, while supporting good developmental outcomes. How are those of us who work in libraries supposed to work effectively with them?


Sex in Video Games

Sex in Video Games

Author: Brenda Brathwaite

Publisher:

Published: 2007

Total Pages: 344

ISBN-13:

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Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry: Magna Cum Laude, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? And so far, there are no definitive answers. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by exhaustively studying the history of sexual content in games and the games industry as well as public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.


Book Synopsis Sex in Video Games by : Brenda Brathwaite

Download or read book Sex in Video Games written by Brenda Brathwaite and published by . This book was released on 2007 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sex in games has been around almost as long as the medium itself. With the release of games like Playboy: The Mansion, Leisure Suit Larry: Magna Cum Laude, and The Singles, sexual content gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like the Sims started to rev things up a bit, and in on-line games, tales of ?cybering? have become common place. Seeking to understand this emerging trend, developers, publishers, retailers and consumers are asking themselves: when is sex appropriate in a game? how far is too far? what will it mean for the product? for its distribution? for my company? for me? do sexual content games sell better? are they generally profitable? And so far, there are no definitive answers. Sex in Video Games seeks to provide insight into this issue and provide guidelines and answers by exhaustively studying the history of sexual content in games and the games industry as well as public and political reaction to it. In addition, the book considers ethical issues, parental and retailer responsibility, and explores the industry attempts at self-regulation and the growing issue of censorship.


Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions

Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions

Author: Soledad Ballesteros

Publisher: Frontiers Media SA

Published: 2018-07-05

Total Pages: 646

ISBN-13: 2889455076

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The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).


Book Synopsis Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions by : Soledad Ballesteros

Download or read book Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions written by Soledad Ballesteros and published by Frontiers Media SA. This book was released on 2018-07-05 with total page 646 pages. Available in PDF, EPUB and Kindle. Book excerpt: The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).


The Gamer's Brain

The Gamer's Brain

Author: Celia Hodent

Publisher: CRC Press

Published: 2017-08-10

Total Pages: 387

ISBN-13: 1351650769

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Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.


Book Synopsis The Gamer's Brain by : Celia Hodent

Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.


Gender and Our Brains

Gender and Our Brains

Author: Gina Rippon

Publisher: Vintage

Published: 2020-07-07

Total Pages: 450

ISBN-13: 0525435379

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A breakthrough work in neuroscience—and an incisive corrective to a long history of damaging pseudoscience—that finally debunks the myth that there is a hardwired distinction between male and female brains We live in a gendered world, where we are ceaselessly bombarded by messages about sex and gender. On a daily basis, we face deeply ingrained beliefs that sex determines our skills and preferences, from toys and colors to career choice and salaries. But what does this constant gendering mean for our thoughts, decisions and behavior? And what does it mean for our brains? Drawing on her work as a professor of cognitive neuroimaging, Gina Rippon unpacks the stereotypes that surround us from our earliest moments and shows how these messages mold our ideas of ourselved and even shape our brains. By exploring new, cutting-edge neuroscience, Rippon urges us to move beyond a binary view of the brain and to see instead this complex organ as highly individualized, profoundly adaptable and full of unbounded potential. Rigorous, timely and liberating, Gender and Our Brains has huge implications for women and men, for parents and children, and for how we identify ourselves.


Book Synopsis Gender and Our Brains by : Gina Rippon

Download or read book Gender and Our Brains written by Gina Rippon and published by Vintage. This book was released on 2020-07-07 with total page 450 pages. Available in PDF, EPUB and Kindle. Book excerpt: A breakthrough work in neuroscience—and an incisive corrective to a long history of damaging pseudoscience—that finally debunks the myth that there is a hardwired distinction between male and female brains We live in a gendered world, where we are ceaselessly bombarded by messages about sex and gender. On a daily basis, we face deeply ingrained beliefs that sex determines our skills and preferences, from toys and colors to career choice and salaries. But what does this constant gendering mean for our thoughts, decisions and behavior? And what does it mean for our brains? Drawing on her work as a professor of cognitive neuroimaging, Gina Rippon unpacks the stereotypes that surround us from our earliest moments and shows how these messages mold our ideas of ourselved and even shape our brains. By exploring new, cutting-edge neuroscience, Rippon urges us to move beyond a binary view of the brain and to see instead this complex organ as highly individualized, profoundly adaptable and full of unbounded potential. Rigorous, timely and liberating, Gender and Our Brains has huge implications for women and men, for parents and children, and for how we identify ourselves.


Sex on the Brain

Sex on the Brain

Author: Deborah Blum

Publisher: Penguin

Published: 1998-07-01

Total Pages: 364

ISBN-13: 9780140263480

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Go beyond the headlines and the hype to get the newest findings in the burgeoning field of gender studies. Drawing on disciplines that include evolutionary science, anthropology, animal behavior, neuroscience, psychology, and endocrinology, Deborah Blum explores matters ranging from the link between immunology and sex to male/female gossip styles. The results are intriguing, startling, and often very amusing. For instance, did you know that. . . • Male testosterone levels drop in happy marriages; scientists speculate that women may use monogamy to control male behavior • Young female children who are in day-care are apt to be more secure than those kept at home; young male children less so • Anthropologists classify Western societies as "mildly polygamous" The Los Angeles Times has called Sex on the Brain "superbly crafted science writing, graced by unusual compassion, wit, and intelligence, that forms an important addition to the literature of gender studies."


Book Synopsis Sex on the Brain by : Deborah Blum

Download or read book Sex on the Brain written by Deborah Blum and published by Penguin. This book was released on 1998-07-01 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond the headlines and the hype to get the newest findings in the burgeoning field of gender studies. Drawing on disciplines that include evolutionary science, anthropology, animal behavior, neuroscience, psychology, and endocrinology, Deborah Blum explores matters ranging from the link between immunology and sex to male/female gossip styles. The results are intriguing, startling, and often very amusing. For instance, did you know that. . . • Male testosterone levels drop in happy marriages; scientists speculate that women may use monogamy to control male behavior • Young female children who are in day-care are apt to be more secure than those kept at home; young male children less so • Anthropologists classify Western societies as "mildly polygamous" The Los Angeles Times has called Sex on the Brain "superbly crafted science writing, graced by unusual compassion, wit, and intelligence, that forms an important addition to the literature of gender studies."


The Male Brain

The Male Brain

Author: Louann Brizendine, MD

Publisher: Harmony

Published: 2011-01-25

Total Pages: 306

ISBN-13: 0767927540

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From the author of the groundbreaking New York Times bestseller The Female Brain, here is the eagerly awaited follow-up book that demystifies the puzzling male brain. Dr. Louann Brizendine, the founder of the first clinic in the country to study gender differences in brain, behavior, and hormones, turns her attention to the male brain, showing how, through every phase of life, the "male reality" is fundamentally different from the female one. Exploring the latest breakthroughs in male psychology and neurology with her trademark accessibility and candor, she reveals that the male brain: -is a lean, mean, problem-solving machine. Faced with a personal problem, a man will use his analytical brain structures, not his emotional ones, to find a solution. -thrives under competition, instinctively plays rough and is obsessed with rank and hierarchy. -has an area for sexual pursuit that is 2.5 times larger than the female brain, consuming him with sexual fantasies about female body parts. -experiences such a massive increase in testosterone at puberty that he perceive others' faces to be more aggressive. The Male Brain finally overturns the stereotypes. Impeccably researched and at the cutting edge of scientific knowledge, this is a book that every man, and especially every woman bedeviled by a man, will need to own.


Book Synopsis The Male Brain by : Louann Brizendine, MD

Download or read book The Male Brain written by Louann Brizendine, MD and published by Harmony. This book was released on 2011-01-25 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the author of the groundbreaking New York Times bestseller The Female Brain, here is the eagerly awaited follow-up book that demystifies the puzzling male brain. Dr. Louann Brizendine, the founder of the first clinic in the country to study gender differences in brain, behavior, and hormones, turns her attention to the male brain, showing how, through every phase of life, the "male reality" is fundamentally different from the female one. Exploring the latest breakthroughs in male psychology and neurology with her trademark accessibility and candor, she reveals that the male brain: -is a lean, mean, problem-solving machine. Faced with a personal problem, a man will use his analytical brain structures, not his emotional ones, to find a solution. -thrives under competition, instinctively plays rough and is obsessed with rank and hierarchy. -has an area for sexual pursuit that is 2.5 times larger than the female brain, consuming him with sexual fantasies about female body parts. -experiences such a massive increase in testosterone at puberty that he perceive others' faces to be more aggressive. The Male Brain finally overturns the stereotypes. Impeccably researched and at the cutting edge of scientific knowledge, this is a book that every man, and especially every woman bedeviled by a man, will need to own.


The Library as Playground

The Library as Playground

Author: Dale Leorke

Publisher: Rowman & Littlefield

Published: 2022-04-13

Total Pages: 165

ISBN-13: 1538164329

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Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.


Book Synopsis The Library as Playground by : Dale Leorke

Download or read book The Library as Playground written by Dale Leorke and published by Rowman & Littlefield. This book was released on 2022-04-13 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.


The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: CRC Press

Published: 2018-08-06

Total Pages: 392

ISBN-13: 1351172344

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The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.


Book Synopsis The Video Games Textbook by : Brian J. Wardyga

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.