{"id":1310,"date":"2024-04-25T14:12:22","date_gmt":"2024-04-25T14:12:22","guid":{"rendered":"http:\/\/localhost\/bpscoretextbooks\/?post_type=content&#038;p=1310"},"modified":"2024-04-25T14:12:25","modified_gmt":"2024-04-25T14:12:25","slug":"chapter-20-further-reading","status":"publish","type":"content","link":"https:\/\/staging.routledgelearning.com\/bpscoretextbooks\/9780367552299-chapter-20-further-reading\/","title":{"rendered":"Chapter 20 \u2013 Further Reading"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">In this commentary, Chris Ferguson reflects on the importance of digital social interaction and video games during the COVID-19 pandemic.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Ferguson, C. J. (2020). Video games during the time of the plague. <em>Psychological Inquiry<\/em>, <em>31<\/em>(<em>3<\/em>), 242\u2013246. <a href=\"https:\/\/doi.org\/10.1080\/1047840X.2020.1820222\">https:\/\/doi.org\/10.1080\/1047840X.2020.1820222<\/a><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Granic, Lobel, and Engels (2014) combine elements of developmental, positive, social psychology, and media psychology to propose some possible ways that video game play could have real psychosocial benefits.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Granic, I., Lobel, A., &amp; Engels, R.C. (2014). The benefits of playing video games. <em>American Psychologist<\/em>, <em>69<\/em>(<em>1<\/em>), 66-78. <a href=\"https:\/\/www.apa.org\/pubs\/journals\/releases\/amp-a0034857.pdf\">https:\/\/www.apa.org\/pubs\/journals\/releases\/amp-a0034857.pdf<\/a><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Celia Hodent is an expert in cognitive psychology and video game user experience (UX). She works as an independent game UX consultant and was previously Director of User Experience at Epic Games (the makers of <em>Fortnite<\/em>). Her book provides an interesting overview of how concepts and principles from cognitive neuroscience and user experience can be applied to video game design. Though targeted more generally at those working in the industry, her book is accessible and is likely to appeal to anyone who is interested in learning about what happens in the brain when a person plays video games.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Hodent, C. (2018). <em>The Gamer\u2019s Brain: How Neuroscience and UX can Impact Video Game Design<\/em>. CRC Press.<\/li>\n\n\n\n<li><a href=\"http:\/\/books.google.ie\/books?hl=en&amp;lr=&amp;id=z8Kahia4IQEC&amp;oi=fnd&amp;pg=PR3&amp;dq=technology+and+young+people&amp;ots=ZlbwFOlClK&amp;sig=HuSpzWk3qpgYBgk47uDVt8Ckq3s&amp;redir_esc=y#v=onepage&amp;q=technology%20and%20young%20people&amp;f=false\">http:\/\/books.google.ie\/books?hl=en&amp;lr=&amp;id=z8Kahia4IQEC&amp;oi=fnd&amp;pg=PR3&amp;dq=technology+and+young+people&amp;ots=ZlbwFOlClK&amp;sig=HuSpzWk3qpgYBgk47uDVt8Ckq3s&amp;redir_esc=y#v=onepage&amp;q=technology%20and%20young%20people&amp;f=false<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>In this commentary, Chris Ferguson reflects on the importance of digital social interaction and video games during the COVID-19 pandemic. Granic, Lobel, and Engels (2014) combine elements of developmental, positive, social psychology, and media psychology to propose some possible ways that video game play could have real psychosocial benefits. Celia Hodent is an expert in [&hellip;]<\/p>\n","protected":false},"featured_media":0,"parent":362,"menu_order":0,"template":"","format":"standard","meta":{"_acf_changed":false},"categories":[],"content-type":[38],"parent-book":[40],"resource-type":[7],"class_list":["post-1310","content","type-content","status-publish","format-standard","hentry","content-type-content","parent-book-40","resource-type-further-reading"],"acf":{"linked_book":0},"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"In this commentary, Chris Ferguson reflects on the importance of digital social interaction and video games during the COVID-19 pandemic. Ferguson, C. J. (2020). Video games during the time of the plague. Psychological Inquiry, 31(3), 242\u2013246. https:\/\/doi.org\/10.1080\/1047840X.2020.1820222 Granic, Lobel, and Engels (2014) combine elements of developmental, positive, social psychology, and media psychology to propose some\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<link rel=\"canonical\" href=\"https:\/\/staging.routledgelearning.com\/bpscoretextbooks\/9780367552299-chapter-20-further-reading\/\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO Pro (AIOSEO) 5.0.0.1\" \/>\n\t\t<meta property=\"og:locale\" content=\"en_US\" \/>\n\t\t<meta property=\"og:site_name\" content=\"BPS Core Textbooks Series - Developed in collaboration with the British Psychological Society\" \/>\n\t\t<meta property=\"og:type\" content=\"article\" \/>\n\t\t<meta property=\"og:title\" content=\"Chapter 20 \u2013 Further Reading - BPS Core Textbooks Series\" \/>\n\t\t<meta property=\"og:description\" content=\"In this commentary, Chris Ferguson reflects on the importance of digital social interaction and video games during the COVID-19 pandemic. 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