02618nam 2200553 a 450 991078281160332120230223014345.01-282-34266-597866123426600-470-71207-4(CKB)1000000000724825(EBL)470646(OCoLC)536152309(SSID)ssj0000306623(PQKBManifestationID)11205509(PQKBTitleCode)TC0000306623(PQKBWorkID)10298176(PQKB)10778232(MiAaPQ)EBC470646(Au-PeEL)EBL470646(CaPaEBR)ebr10300867(CaONFJC)MIL234266(EXLCZ)99100000000072482520080703d2008 uy 0engur|n|---|||||txtccrPowering up[electronic resource] are computer games changing our lives? /Rebecca MilehamChichester, England ;Hoboken, NJ Wiley/Dana Centrec20081 online resource (335 p.)Science Museum TechKnow Series ;v.1Includes index.0-470-72310-6 Powering Up Are Computer Games Changing Our Lives?; Contents; Introduction; 1: Can Computer Games Affect Your Health?; 2: Can Computer Games Change the Way You Think?; 3: Can Computer Games Change Who You Are?; 4: Can Computer Games Turn You into an Addict?; 5: Can Computer Games Make You Violent?; 6: Can Computer Games Change the Way You Learn?; 7: Can Computer Games Change Your Beliefs?; 8: Can Computer Games Change Your Future?; IndexWhen it comes to computer games, the numbers are astounding: the world's top professional gamer has won over half a million dollars shooting virtual monsters on-screen; online games claim literally millions of subscribers; while worldwide spending on computer gaming will top £24 billion by 2011. From techno-toddlers to silver surfers, everyone's playing games on their PCs, Wiis, Xboxes and phones. How are we responding to this onslaught of brain-training, entertaining, potentially addicting, time-consuming, myth-spawning games? In Powering Up, Rebecca Mileham looks at the facts behind the heScience Museum TechKnow SeriesVideo gamesSocial aspectsVideo gamesSocial aspects.306.4/87Mileham Rebecca1565408MiAaPQMiAaPQMiAaPQBOOK9910782811603321Powering up3835057UNINA