Book contents
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- 30 Video Game Effects
- 31 Serious Games in Mental Health Treatment
- 32 Gaming Disorder
- 33 Problematic Mobile Phone Use
- 34 Interventions for Addictive Behaviors in Cyberspace
- 35 Electronic Aggression
- 36 Cyberbullying in Twenty-First-Century Schools
- 37 Hate Speech and Adolescents
- 38 Cyber Racism
- 39 Cyberdeception
- Index
- References
30 - Video Game Effects
from Part IV - Effects in Cyber Behavior
Published online by Cambridge University Press: 06 December 2024
- The Cambridge Handbook of Cyber Behavior
- The Cambridge Handbook of Cyber Behavior
- Copyright page
- Contents
- Figures
- Tables
- Contributors
- Preface
- Part I Users in Cyber Behavior
- Part II Technologies in Cyber Behavior
- Part III Activities in Cyber Behavior
- Part IV Effects in Cyber Behavior
- 30 Video Game Effects
- 31 Serious Games in Mental Health Treatment
- 32 Gaming Disorder
- 33 Problematic Mobile Phone Use
- 34 Interventions for Addictive Behaviors in Cyberspace
- 35 Electronic Aggression
- 36 Cyberbullying in Twenty-First-Century Schools
- 37 Hate Speech and Adolescents
- 38 Cyber Racism
- 39 Cyberdeception
- Index
- References
Summary
1 Introduction
2 Video Games, Violence, and Aggression
3 Video Games, Politics, and Speech
4 Video Games and Gender
5 Video Games and Harassment
6 Video Games and Addiction
7 Loot Boxes, Gambling, and Exploitation
8 Video Games and Social Networks
9 Video Games and Cognitive, Emotional, and Health Effects
10 Conclusion
11 Future Directions
- Type
- Chapter
- Information
- The Cambridge Handbook of Cyber Behavior , pp. 879 - 913Publisher: Cambridge University PressPrint publication year: 2023