Learning from video games (and everything else) : the general learning model / Douglas A. Gentile, J. Ronald Gentile.

Author
Gentile, Douglas A., 1964- [Browse]
Format
Book
Language
English
Published/​Created
  • Cambridge : Cambridge University Press, 2021.
  • ©2021
Description
88 pages : illustrations ; 23 cm

Details

Subject(s)
Series
Cambridge elements. Elements in applied social psychology [More in this series]
Summary note
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--back cover.
Bibliographic references
Includes bibliographical references (pages [67]-88).
Contents
  • 1. Introduction
  • 2. Research on the Psychological Effects of Video Games
  • 3. Domain-Specific Learning Theories
  • 4. The General Learning Model
  • 5. The Processes of Learning and Forgetting
  • 6. Summary, Implications, and How Video Games Use These Learning Principles
  • 7. Using the GLM to Address Controversies
  • References.
ISBN
  • 9781108965934
  • 1108965938 ((pbk.))
OCLC
1273123166
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