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Learning from Video Games (and Everything Else)

Contributor(s): Gentile, Douglas A (Author), Gentile, J Ronald (Author)

ISBN: 9781108965934

Publisher: Cambridge University Press

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Pub Date: December 23, 2021

Lexile Code: 0000

Features: Price on Product

Target Age Group: NA to NA

Physical Info: 0.20" H x 9.00" L x 6.00" W ( 0.31 lbs) 96 pages

BISAC Categories:

Psychology | Social Psychology

Series: Elements in Applied Social Psychology

Descriptions, Reviews, etc.

Description: Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.

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