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Welcome to the Polk State College library guide for video games research topics. Below you will find suggested books/ebooks and recommended databases. If you need help, click the link for Ask a Librarian.
Thinking about Video Games : Interviews with the Experts by
Publication Date: 2015-08-03
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences.
Virtual Ascendance by
Publication Date: 2013-09-01
From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Virtual Ascendance tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion dollar industry affecting the very way we live. Griffiths paints a thorough and vivid picture of the video game industry, illuminating the various, and often bizarre, ways it's changing how we work, play and live. He brings readers along on his own journey of discovery, from the back room of a small Irish pub where members of the second-largest industry enclave meet each month, to a university clinic where the Wii is being used to treat Parkinson's sufferers.
God in the Machine: Video Games as Spiritual Pursuit by
Publication Date: 2014-02-01
We spend more time and money on video games than on books, television, or film. Yet video games still remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond out moded and futile attempts to tie gameplay to violent behavior. With this canard now thoroughly and repeatedly disproven, it is time to delve deeper. In "God in the Machine, "author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection, these all come into play in the video games that some critics so easily write off as mind-numbing wastes of time. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years. "
The Game Culture Reader by
Publication Date: 2013-10-01
This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essay that explore video game theory, ludic spaces and temporalities, and video game rhetorics. By questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.
Glued to Games: How Video Games Draw Us In and Hold Us Spellbound by
Publication Date: 2012-03-01
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. * Images from classic and modern video games illustrate key points and make the information accessible to all readers * A bibliography of numerous psychological studies support the author's underlying motivational model
Violent Video Games and Society by
Call Number: Polk/Winter Haven & Lakeland Circulation -- GV1469.34.V56 2018
Publication Date: 2017-07-15
The video game industry is big business, and with the improvement of Virtual Reality technology, video games will only become more realistic and immersive. Fears abound that they drive their players to commit violent acts. While many people believe the games desensitize kids to violence, others argue that there has been no scientific connection between aggressive behavior and video games. Is immersion in violent video games a bridge to committing real-life acts of violence, demeaning women, and bullying? Or can video games actually help troubled kids, by providing them with a safe outlet for their aggression and a way to work out their frustrations?
How Video Games Impact Players by
Call Number: Polk/Winter Haven Circulation (GV1469.17.S63 R64 2016)
Publication Date: 2016-05-17
How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.
Power Play by
Call Number: Polk/Lakeland Circulation (GV1469.34.S52B86 2017)
Publication Date: 2017-01-31
InPower Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
A Brief History of Video Games by
Call Number: Polk/Winter Haven Circulation (GV1469.3 .S83 2015)
Publication Date: 2015-07-14
This Brief History provides a unique look at the history and culture of video games, starting with the 1960s classics like Pong to modern favorites such as Grand Theft Auto V and Bioshock. Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming's past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.
Death by Video Game: danger, pleasure, and obsession on the virtual frontline by
Call Number: Polk/Lakeland Circulation (GV1469.17.S63 P368 2016)
Publication Date: 2016-06-21
What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism. Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind--except for when it's not.
Academic Search Complete Academic Search Complete, designed specifically for academic institutions, is the world's most valuable and comprehensive scholarly, multi-disciplinary full-text database, with more than 5,300 full-text periodicals, including 4,400 peer-reviewed journals. In addition to full text, this database offers indexing and abstracts for more than 9,300 journals and a total of 10,900 publications including monographs, reports, conference proceedings, etc. The database features PDF content going back as far as 1865, with the majority of full text titles in native (searchable) PDF format.
America's News With unmatched U.S. news content from local, regional, and national sources, this resource is the largest of its kind. Its diverse source types include printed and online newspapers, blogs, journals, newswires, broadcast transcripts and videos. Explore a specific issue or event through the detailed coverage provided by local reporting or compare a wide variety of viewpoints from across the country on topics such as politics, business, health, sports, cultural activities and people.
Expanded Academic ASAP Resources for research across academic disciplines, offering in-depth coverage of
virtually any concentration from advertising, psychology and history to microbiology, the humanities and womens studies.
Opposing Viewpoints in Context The premier online resource covering todays hottest social issues, from capital punishment to immigration, to marijuana. This cross-curricular research tool supports science, social studies, current events, and language arts classes. Its informed differing views present each side of an issue, allowing you to draw your own valid conclusions.
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