It’s both fascinating and practical—and it was written with a witty, sarcastic tone that was great! With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the important role psychology and the understanding of the human brain has in the development of ethical and inclusive video games. Madigan's a gaming insider who clearly loves the industry and cares about where it's going, and he's funny enough that I often found myself laughing out loud, or tracking down one of the guys at my house so I could read bits to them. A 2015 report from the Entertainment Software Association, Madigan writes, found that 155 million Americans regularly play video games and spent $22.4 billion to do so. When Madigan mentions League of Legends, Warcraft III, and Eve Online as games that draw large numbers of players, I had to stop reading and look up the games to get a better understanding. Importantly, Celia Hodent doesn’t shy away from the difficult questions: she discusses thoroughly, in a honest and scientific way, the potential benefits and negative effects of videogames and the ethical issues raised by using psychology to create videogames. Podcast 63: Loss Aversion and Game Design, Podcast 57: Mental Models in League of Legends, Video: The Psychology of Video Game Engagement, Podcast 55: The Psychology of Level Design, Podcast 54: Effects of Sexualization in Games, Podcast 53: The Qualities of Online Relationships (Rebroadcast), Podcast 50: Moral Choices in Games vs. Other Media, Five Recent Con Panels on the Psychology of Games, New Audio Book, Plus How to Appear in My Next Book, Podcast 46: Collecting Virtual Items in Games, Podcast 45: The Psychology of The Legend of Zelda, Podcast 44: Gamification and Video Games as Employment Tests, How Video Games Do Feedback Well (and Poorly), Podcast 43: Dungeons, Dragons, & Psychology, You Screwed Up: The Value of Errors in Game Tutorials, Podcast 42: Tracking Our Mobile Game Affinities, Podcast 41: How Video Games Prepare You For Success, Podcast 39: Thirty Questions About the Psychology & Games, Podcast 38: Mental Health Professionals and Video Games. Why do some games become cultural phenomena? Psychology of Games Summer Book Club begins with an interview with Dr. Pete Etchells, author of the newly released Lost in a Good Game. Quite a frustrating book. Why Do Videogame Fanboys/girls Want to Fight You? However, the book is not worth my further reading, since most of the studies cited contain so little evidence. The audio book of Getting Gamers is out, plus how you can appear in my next book. This is wonderful journey through the psychology of video games their players. More The effects of playing video games on well-being seem to depend largely on why and how an individual chooses to partake. Reviewed in the United Kingdom on January 17, 2018. A Product Manager from King discusses how he measures players’ affinities for different kinds of mobile games and what developers can do with that information. How do level designers look to psychology for helping players can navigate, move through, and make sense of their virtual worlds? Watch five recent convention panels about psychology and video games. Check out the book on Amazon.com! . Light hearted and fun. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. Previous page of related Sponsored Products, Rowman & Littlefield Publishers (Oct. 16 2015), Reviewed in the United Kingdom on January 22, 2018. (CHOICE) Madigan has written extensively on the subject for various magazines, websites, blogs, and his own site at psychologyofgames.com. It's a good starting point, and with his website. . How does psychology influence video game creation? Támara Hill, MS, LPC is a licensed therapist and certified trauma professional who specializes in working with children and adolescents who suffer from mood disorders, trauma, and disruptive behavioral disorders. She has over 10 years experience working with game studios, including Ubisoft, LucasArts, and Epic Games (Fortnite). Every time the concept of priming came up in a chapter, Madigan explained it again. Video games are big business. Your recently viewed items and featured recommendations, Select the department you want to search in.