New Studies on Video Games and Health by Anthony S. Thomas (2019, Trade Paperback)

Great Book Prices Store (339756)
96.8% positive Feedback
Price:
US $74.51
Approximately£55.15
+ $19.99 postage
Estimated delivery Tue, 5 Aug - Thu, 21 Aug
Returns:
14 days return. Buyer pays for return postage. If you use an eBay delivery label, it will be deducted from your refund amount.
Condition:
New
New Studies on Video Games and Health, Paperback by Thomas, Anthony S. (EDT), ISBN 1536155675, ISBN-13 9781536155679, Brand New, Free shipping in the US

About this product

Product Identifiers

PublisherNOVA Science Publishers, Incorporated
ISBN-101536155675
ISBN-139781536155679
eBay Product ID (ePID)10038379249

Product Key Features

Book TitleNew Studies on Video Games and Health
Number of Pages126 Pages
LanguageEnglish
Publication Year2019
TopicGeneral, Television & Video
GenreTechnology & Engineering, Sports & Recreation
AuthorAnthony S. Thomas
Book SeriesElectronics and Telecommunications Research Ser.
FormatTrade Paperback

Dimensions

Item Weight6.6 Oz
Item Length9 in
Item Width6 in

Additional Product Features

LCCN2019-303056
Dewey Edition23
Dewey Decimal794.8
Table Of ContentFor more information, please visit our website at:https://novapublishers.com/shop/new-studies-on-video-games-and-health/
SynopsisThe first chapter analyzes investigations on the use of virtual reality in the context of learning and rehabilitation. The second chapter compares video game players and non-video game players across a range of measures of competitiveness to understand the differences and similarities between these groups' context general competitive profiles. The objective of the closing chapter is to identify and analyze how the techno scientific processes of corporeal virtualization, linked to video games, have interfered in the constitution of the bodies and what implications are involved in the body culture of movement and Physical Education., In New Studies on Video Games and Health, the first chapter analyzes investigations on the use of virtual reality in the context of learning and rehabilitation.The second chapter compares video game players and non-video game players across a range of measures of competitiveness to understand the differences and similarities between these groups' context general competitive profiles.The objective of the closing chapter is to identify and analyze how the techno scientific processes of corporeal virtualization, linked to video games, have interfered in the constitution of the bodies and what implications are involved in the body culture of movement and Physical Education.
LC Classification NumberGV1469.34.H43N48

All listings for this product

Buy it now
Any condition
New
Pre-owned
No ratings or reviews yet
Be the first to write a review