
Learning from Video Games (and Everything Else)
The General Learning Model
Cambridge University Press
Published on 23. December 2021
Book
Paperback/Softback
96 pages
978-1-108-96593-4 (ISBN)
Description
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.
More details
Series
Language
English
Place of publication
Cambridge
United Kingdom
Product notice
Paperback (trade)
Illustrations
Worked examples or Exercises
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 6 mm
Weight
153 gr
ISBN-13
978-1-108-96593-4 (9781108965934)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Douglas A. Gentile
Learning from Video Games (and Everything Else) Learning from Video Games (and Everything Else)
The General Learning Model
E-Book
12/2021
Cambridge University Press
€15.49
Available for download

Douglas A. Gentile | J. Ronald Gentile
Learning from Video Games (and Everything Else)
The General Learning Model
E-Book
12/2021
Cambridge University Press
€15.49
Available for download
Persons
Author
Iowa State University
State University of New York, Buffalo
Content
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.