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Avatarize Myself: Klinisch-psychologische Aspekte des Online-Gaming bei verschiedenen Genres

Avatarize Myself: Klinisch-psychologische Aspekte des Online-Gaming bei verschiedenen Genres

          
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About the Book

Was bedeutet das Internet für die klinische Psychologie? Das Internet wird primär als Kommunikationshilfe genutzt und verändert als neues Werkzeug der Kommunikation die Art, wie Menschen interagieren. Es kann Effekte und Rückwirkungen auf die Person selbst haben und Erfahrungen sowie menschliches Verhalten ändern. Doch nicht nur das Internet, sondern auch Online-Spiele können Auswirkungen auf deren Nutzer haben. Dieses Buch hat zum Ziel, einen Einblick in die psychologische Welt der Online-Games zu geben. Es wird die Relevanz dieses Themas beleuchtet sowie die zugrunde liegenden Motivationen des Spielens. Es erfolgt eine genaue Beschreibung einzelner Genres, wobei besonders MMORPGs, Online-Shooter, Strategiespiele, Simulationen sowie Sport- und Rennspiele berücksichtigt werden. Das Hauptaugenmerk liegt bei der psychologischen Bedeutung der Spielfigur. Es wird gezeigt, in welchem Zusammenhang der Avatar mit der Selbstwertschätzung der Spieler steht und welchen Einfluss er auf problematischen Internetgebrauch hat. Es werden Schwierigkeiten bei der Definition eines problematischen Internetgebrauchs beschrieben und wissenschaftliche Erkenntnisse dazu näher beleuchtet. Soziale Ängstlichkeit wird ebenfalls berücksichtigt, um zu zeigen, dass Online-Games auch positive Auswirkungen haben können. Dieser Aspekt wird ebenfalls mit problematischem Internetgebrauch, Selbstwertschätzung und der Bindung zum Avatar in Beziehung gesetzt. Basierend auf der bisherigen Literatur zu diesem Thema und unter Einbeziehung fundierter Theorien wird schließlich eine wissenschaftliche Studie beschrieben, die verschiedene Genres miteinander vergleicht. Der Aufbau, die Durchführung und die Ergebnisse werden detailliert dargestellt. Es wird ersichtlich, welche psychologischen Aspekte relevant sind und welche Genres und Online-Spiele präferiert werden. Zusätzlich erfolgt eine Beschreibung jener Personen, die so gerne ihre Zeit in der virtuellen Welt der Online-Games verbringen.
About the Author: Vera Muttenthaler wurde 1983 in Waidhofen/Ybbs in Österreich geboren. Nach ihrem Abschluss an der Handelsakademie entschied sie sich für das Studium der Psychologie in Wien. Im Jahre 2011 schloss sie dieses mit dem akademischen Grad der Magistra der Naturwissenschaften erfolgreich ab. Bereits während Ausbildung und Studium entwickelte die Autorin ein besonderes Interesse an Psychologie in Verbindung mit neuen Medien. Die Faszination über den rasanten Aufstieg des Internets und dessen Einfluss auf den Menschen motivierte sie, sich der Thematik des vorliegenden Buches zu widmen.


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Product Details
  • ISBN-13: 9783842871762
  • Publisher: Diplomica Verlag Gmbh
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 9 mm
  • Weight: 199 gr
  • ISBN-10: 3842871767
  • Publisher Date: 14 May 2012
  • Height: 210 mm
  • No of Pages: 160
  • Series Title: German
  • Sub Title: Klinisch-psychologische Aspekte des Online-Gaming bei verschiedenen Genres
  • Width: 148 mm


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