Search Results: Returned 8 Results, Displaying Titles 1 - 8
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By Owings, Lisa[2021]., Juvenile, Lerner Publications Call No: 794.8 Availability:1 of 1 At Location(s)Click here to view Series Title: Best of gaming.Summary Note: Relates some of the amazing moments in pro gaming including Daigo Umehara's comeback win in the 2004 Evo, Tyler "Ninja" Blevins tournament in Las Vegas in 2018, and the Evil Geniuses winning six million dollars against the Chinese Dota Elite Community in the 2015 Dota 2 contest.
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Juvenile Call No: 303.6 NET Availability:1 of 1 At Location(s) Series Title: Video games and society seriesSummary Note: Explores the effect video games have on society, looking at the costs and benefits.
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c2013., Juvenile, ReferencePoint Press Call No: 303.6 NET Availability:1 of 1 At Location(s) Series Title: In controversy
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c2008., Greenhaven Press Call No: 794.8 VIDEO Availability:1 of 1 At Location(s) Series Title: At issue.Summary Note: Contains eleven essays that offer varying perspectives on issues related to video games, including the positive and negative effects of playing video games, violent video games and antisocial behavior, artistic and emotional satisfaction from video games, and other topics; and provides contact information for organizations and a bibliography.
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2003., Greenhaven Press Call No: 303.6 ESP Availability:1 of 1 At Location(s) Series Title: At issueSummary Note: Differing opinions on the video game industry, violence, gender stereotypes, and the effect on children.
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Juvenile Call No: 303.6 NET Availability:1 of 1 At Location(s) Series Title: Video games and society seriesSummary Note: Explores the relationship between video games and violent crime.
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2018., Greenhaven Pub. Call No: 794.8 Edition: 1st ed. Availability:1 of 1 At Location(s) Summary Note: "The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?"--From the publisher's web site.
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2018., Juvenile, Greenhaven Publishing Call No: 303.6 ADA Edition: First edition. Availability:1 of 1 At Location(s) Series Title: Opposing viewpointsSummary Note: Explores a wide range of opinions concerning violence in video games, discussing the pros and cons of the issue and the controversies it has sparked.