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Learning from Video Games (and Everything Else): The General Learning Model

Paperback / softback

Main Details

Title Learning from Video Games (and Everything Else): The General Learning Model
Authors and Contributors      By (author) Douglas A. Gentile
By (author) J. Ronald Gentile
SeriesElements in Applied Social Psychology
Physical Properties
Format:Paperback / softback
Pages:75
Dimensions(mm): Height 229,Width 151
Category/GenreComputing and information technology
ISBN/Barcode 9781108965934
ClassificationsDewey:794.8019
Audience
General
Illustrations Worked examples or Exercises

Publishing Details

Publisher Cambridge University Press
Imprint Cambridge University Press
Publication Date 23 December 2021
Publication Country United Kingdom

Description

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.