Gamer Psychology and Behavior
This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing int
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		    Barbaros Bostan Editor
 
 Gamer Psychology and Behavior
 
 International Series on Computer Entertainment and Media Technology
 
 Series Editor Newton Lee
 
 The International Series on Computer Entertainment and Media Technology presents forward-looking ideas, cutting-edge research, and in-depth case studies across a wide spectrum of entertainment and media technology. The series covers a range of content from professional to academic.Entertainment Technology includes computer games, electronic toys, scenery fabrication, theatrical property, costume, lighting, sound, video, music, show control, animation, animatronics, interactive environments, computer simulation, visual effects, augmented reality, and virtual reality. Media Technology includes art media, print media, digital media, electronic media, big data, asset management, signal processing, data recording, data storage, data transmission, media psychology, wearable devices, robotics, and physical computing.
 
 More information about this series at http://www.springer.com/series/13820
 
 Barbaros Bostan Editor
 
 Gamer Psychology and Behavior
 
 Editor Barbaros Bostan Department of Information Systems & Technologies Yeditepe University Istanbul, Turkey
 
 ISSN 2364-947X ISSN 2364-9488 (electronic) International Series on Computer Entertainment and Media Technology ISBN 978-3-319-29903-7 ISBN 978-3-319-29904-4 (eBook) DOI 10.1007/978-3-319-29904-4 Library of Congress Control Number: 2016938528 © Springer International Publishing Switzerland 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland
 
 Contents
 
 Part I 1
 
 2
 
 Violent Video Games and Cognitive Processes: A Neuropsychological Approach ............................................................. Metehan Irak, Can Soylu, and Dicle Capan Why Games Are Fun? The Reward System in the Human Brain........ Mustafa Balkaya and Guven		
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