Computing Reviews
Today's Issue Hot Topics Search Browse Recommended My Account Log In
Review Help
Search
Video games and well-being: press start
Kowart R., Palgrave Macmillan, Cham, Switzerland, 2020. 166 pp. Type: Book (978-3-030327-69-9)
Date Reviewed: Feb 4 2021

This is an interesting book. Video games and well-being is an evangelistic work, defending the worth of video games in providing innocent pleasure along with educational, intellectual, and emotional value.

Chapter 1, “Digital Games and Well-Being: An Overview,” is a defense of video gaming with regard to personal well-being by reviewing three variations of well-being, that is, hedonic (hedonist), eudemonic (virtue à la Aristotle), and self-determination theory (SDT). The defense is supported by a plethora of references to scholarly works. The conclusion of the chapter seems to be the authors’ conviction that video games have earned a bad rap in the field of psychology by viewing gaming only in a negative light of the effects and affects of the player. The chapter is about 15 pages in length, and has a reference section of about five pages with at least 85 individual references by various contributors.

The remainder of the book consists of a series of short chapters celebrating the positive effects and affects of video gaming. Topics include identity development, persistence gained through gaming, positive emotions, overcoming cognitive dissonance, resilience, and personal growth.

The contributors all seem to want to make sure that they are taken seriously by listing several clinical studies related to video gaming (countering the legion of anecdotal negative criticisms on the pitfalls of video games). When many of us were growing up, our misspent youth was pummeled repeatedly by the dangers of “new things” that would destroy our psychological and moral nature. Such warnings were found in fear of the written word, and then movies. Next came radio, followed by television and, subsequently, computer games. (Actually, rock and roll was in there somewhere, but I’m not certain where to put it in the hierarchy!)

Whether video games will be a valuable tool in the psychological growth of 21st century youth will be determined by clinical studies and, more importantly, the test of time.

Reviewer:  James Van Speybroeck Review #: CR147180 (2105-0112)
Bookmark and Share
  Reviewer Selected
Featured Reviewer
 
 
Games (K.8 ... )
 
Would you recommend this review?
yes
no
Other reviews under "Games": Date
Demonstrating the validity of the video game functional assessment-revised (VGFA-R)
Buono F., Upton T., Griffiths M., Sprong M., Bordieri J. Computers in Human Behavior 54(C): 501-510, 2016. Type: Article
Apr 19 2016
Work and play: an experiment in enterprise gamification
Stanculescu L., Bozzon A., Sips R., Houben G.  CSCW 2016 (Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, San Francisco, CA,346-358, 2016. Type: Proceedings
May 17 2016
Java game development with LibGDX: from beginner to professional (2nd ed.)
Stemkoski L., Apress, New York, NY, 2018.  433, Type: Book (978-1-484233-23-8)
Apr 19 2019
more...

E-Mail This Printer-Friendly
Send Your Comments
Contact Us
Reproduction in whole or in part without permission is prohibited.   Copyright 1999-2024 ThinkLoud®
Terms of Use
| Privacy Policy