{"id":1310,"date":"2024-04-25T14:12:22","date_gmt":"2024-04-25T14:12:22","guid":{"rendered":"http:\/\/localhost\/bpscoretextbooks\/?post_type=content&p=1310"},"modified":"2024-04-25T14:12:25","modified_gmt":"2024-04-25T14:12:25","slug":"chapter-20-further-reading","status":"publish","type":"content","link":"https:\/\/routledgelearning.com\/bpscoretextbooks\/9780367552299-chapter-20-further-reading\/","title":{"rendered":"Chapter 20 \u2013 Further Reading"},"content":{"rendered":"\n
In this commentary, Chris Ferguson reflects on the importance of digital social interaction and video games during the COVID-19 pandemic.<\/p>\n\n\n\n
Granic, Lobel, and Engels (2014) combine elements of developmental, positive, social psychology, and media psychology to propose some possible ways that video game play could have real psychosocial benefits.<\/p>\n\n\n\n
Celia Hodent is an expert in cognitive psychology and video game user experience (UX). She works as an independent game UX consultant and was previously Director of User Experience at Epic Games (the makers of Fortnite<\/em>). Her book provides an interesting overview of how concepts and principles from cognitive neuroscience and user experience can be applied to video game design. Though targeted more generally at those working in the industry, her book is accessible and is likely to appeal to anyone who is interested in learning about what happens in the brain when a person plays video games.<\/p>\n\n\n\n