Jamie Madigan runs a podcast and website about the Psychology of Video Games.<\/p>\n\n\n\n
- \n
- https:\/\/www.psychologyofgames.com\/author\/jamie-madigan\/<\/a><\/li>\n<\/ul>\n\n\n\n
Celia Hodent runs a website about cognitive neuroscience and user experience as applied to video games.<\/p>\n\n\n\n
- \n
- https:\/\/celiahodent.com\/<\/a><\/li>\n<\/ul>\n\n\n\n
Computers in Entertainment.<\/p>\n\n\n\n
- \n
- http:\/\/cie.acm.org\/<\/a><\/li>\n<\/ul>\n\n\n\n
BPS Research Digest (Video Games).<\/p>\n\n\n\n
- \n
- https:\/\/digest.bps.org.uk\/?s=video+games<\/a><\/li>\n<\/ul>\n\n\n\n
Media Psychology Review.<\/p>\n\n\n\n
- \n
- http:\/\/mprcenter.org\/review\/category\/s8-gamesplay<\/a><\/li>\n<\/ul>\n<\/div><\/div>\n\n<\/li>
- \n\n
Chapter 20 \u2013 Further Reading<\/h2>\n\n
\nIn 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
- \n
- Ferguson, C. J. (2020). Video games during the time of the plague. Psychological Inquiry<\/em>, 31<\/em>(3<\/em>), 242\u2013246. https:\/\/doi.org\/10.1080\/1047840X.2020.1820222<\/a><\/li>\n<\/ul>\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
- \n
- Granic, I., Lobel, A., & Engels, R.C. (2014). The benefits of playing video games. American Psychologist<\/em>, 69<\/em>(1<\/em>), 66-78. https:\/\/www.apa.org\/pubs\/journals\/releases\/amp-a0034857.pdf<\/a><\/li>\n<\/ul>\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
- \n
- Hodent, C. (2018). The Gamer\u2019s Brain: How Neuroscience and UX can Impact Video Game Design<\/em>. CRC Press.<\/li>\n\n\n\n
- http:\/\/books.google.ie\/books?hl=en&lr=&id=z8Kahia4IQEC&oi=fnd&pg=PR3&dq=technology+and+young+people&ots=ZlbwFOlClK&sig=HuSpzWk3qpgYBgk47uDVt8Ckq3s&redir_esc=y#v=onepage&q=technology%20and%20young%20people&f=false<\/a><\/li>\n<\/ul>\n<\/div><\/div>\n\n<\/li>
- \n\n
Chapter 20 \u2013 Audio and Video links<\/h2>\n\n
\nVideo Links<\/h3>\n\n\n\n
Dr. Rachel Kowert discusses the issues and debates around \u2018gaming disorder\u2019.<\/p>\n\n\n\n
- http:\/\/books.google.ie\/books?hl=en&lr=&id=z8Kahia4IQEC&oi=fnd&pg=PR3&dq=technology+and+young+people&ots=ZlbwFOlClK&sig=HuSpzWk3qpgYBgk47uDVt8Ckq3s&redir_esc=y#v=onepage&q=technology%20and%20young%20people&f=false<\/a><\/li>\n<\/ul>\n<\/div><\/div>\n\n<\/li>
- Hodent, C. (2018). The Gamer\u2019s Brain: How Neuroscience and UX can Impact Video Game Design<\/em>. CRC Press.<\/li>\n\n\n\n
- Granic, I., Lobel, A., & Engels, R.C. (2014). The benefits of playing video games. American Psychologist<\/em>, 69<\/em>(1<\/em>), 66-78. https:\/\/www.apa.org\/pubs\/journals\/releases\/amp-a0034857.pdf<\/a><\/li>\n<\/ul>\n\n\n\n
- \n\n
- http:\/\/mprcenter.org\/review\/category\/s8-gamesplay<\/a><\/li>\n<\/ul>\n<\/div><\/div>\n\n<\/li>
- https:\/\/digest.bps.org.uk\/?s=video+games<\/a><\/li>\n<\/ul>\n\n\n\n
- http:\/\/cie.acm.org\/<\/a><\/li>\n<\/ul>\n\n\n\n
- https:\/\/celiahodent.com\/<\/a><\/li>\n<\/ul>\n\n\n\n