You are viewing content intended for a different location. This may affect your ability to shop online.

Our systems are now restored following recent technical disruption, and we’re working hard to catch up on publishing. We apologise for the inconvenience caused. Find out more

Recommended product

Popular links

Popular links


Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

The General Learning Model
Authors:
Douglas A. Gentile, Iowa State University
J. Ronald Gentile, State University of New York, Buffalo
Published:
December 2021
Availability:
Available
Format:
Paperback
ISBN:
9781108965934

Looking for an examination copy?

If you are interested in the title for your course we can consider offering an examination copy. To register your interest please contact collegesales@cambridge.org providing details of the course you are teaching.

$25.00 (P) USD
Paperback
$25.00 USD
eBook

    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.

    Product details

    • Published: December 2021
    • Format: Adobe eBook Reader
    • ISBN: 9781108967877
    • Length: 0 pages
    • Availability: This ISBN is for an eBook version which is distributed on our behalf by a third party.

    Table of Contents

    • 1. Introduction
    • 2. Research on the Psychological Effects of Video Games
    • 3. Domain-Specific Learning Theories
    • 4. The General Learning Model
    • 5. The Processes of Learning and Forgetting
    • 6. Summary and Implications
    • 7. Using the GLM to Address Controversies.

    Authors

    Douglas A. Gentile , Iowa State University

    J. Ronald Gentile , State University of New York, Buffalo