Sex, Brains, and Video Games
Title | Sex, Brains, and Video Games PDF eBook |
Author | Jennifer Burek Pierce |
Publisher | American Library Association |
Pages | 241 |
Release | 2017-03-09 |
Genre | Language Arts & Disciplines |
ISBN | 0838915493 |
How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.
Sex, Brains, and Video Games
Title | Sex, Brains, and Video Games PDF eBook |
Author | Jennifer Burek Pierce |
Publisher | American Library Association |
Pages | 258 |
Release | 2017-03-09 |
Genre | Language Arts & Disciplines |
ISBN | 0838915507 |
How do we break through and truly reach our young adult patrons? It begins with understanding them. Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people's lives. In this greatly revised and updated edition of her popular guide Burek Pierce provides exactly that, selecting and synthesizing emerging information from multiple fields of research to effectively support librarians' work with teens. Far-reaching but pragmatic, this book discusses such important topics as identity and community, sex and sexualities, what experts can tell us about the adolescent brain, and how teens use technology to mediate the world; replaces outdated developmental theories that have been discarded in their home fields but are still sometimes used in the LIS world; looks at how to blend what research tells us about teens with day-to-day work in libraries; reflects new norms of professional practice, such as the increased importance of community engagement and partnerships, offering librarians a path towards cooperation and collaboration with peers outside the library world; and includes a bibliography of essential reading for YA librarians. Educators and practitioners, as well as students preparing to enter the field, will all benefit from this compact overview of contemporary research on adolescence.
Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions
Title | Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions PDF eBook |
Author | Soledad Ballesteros |
Publisher | Frontiers Media SA |
Pages | 646 |
Release | 2018-07-05 |
Genre | |
ISBN | 2889455076 |
The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).
Gender and Our Brains
Title | Gender and Our Brains PDF eBook |
Author | Gina Rippon |
Publisher | Vintage |
Pages | 450 |
Release | 2020-07-07 |
Genre | Psychology |
ISBN | 0525435379 |
A breakthrough work in neuroscience—and an incisive corrective to a long history of damaging pseudoscience—that finally debunks the myth that there is a hardwired distinction between male and female brains We live in a gendered world, where we are ceaselessly bombarded by messages about sex and gender. On a daily basis, we face deeply ingrained beliefs that sex determines our skills and preferences, from toys and colors to career choice and salaries. But what does this constant gendering mean for our thoughts, decisions and behavior? And what does it mean for our brains? Drawing on her work as a professor of cognitive neuroimaging, Gina Rippon unpacks the stereotypes that surround us from our earliest moments and shows how these messages mold our ideas of ourselved and even shape our brains. By exploring new, cutting-edge neuroscience, Rippon urges us to move beyond a binary view of the brain and to see instead this complex organ as highly individualized, profoundly adaptable and full of unbounded potential. Rigorous, timely and liberating, Gender and Our Brains has huge implications for women and men, for parents and children, and for how we identify ourselves.
The Male Brain
Title | The Male Brain PDF eBook |
Author | Louann Brizendine, MD |
Publisher | Harmony |
Pages | 306 |
Release | 2011-01-25 |
Genre | Science |
ISBN | 0767927540 |
From the author of the groundbreaking New York Times bestseller The Female Brain, here is the eagerly awaited follow-up book that demystifies the puzzling male brain. Dr. Louann Brizendine, the founder of the first clinic in the country to study gender differences in brain, behavior, and hormones, turns her attention to the male brain, showing how, through every phase of life, the "male reality" is fundamentally different from the female one. Exploring the latest breakthroughs in male psychology and neurology with her trademark accessibility and candor, she reveals that the male brain: -is a lean, mean, problem-solving machine. Faced with a personal problem, a man will use his analytical brain structures, not his emotional ones, to find a solution. -thrives under competition, instinctively plays rough and is obsessed with rank and hierarchy. -has an area for sexual pursuit that is 2.5 times larger than the female brain, consuming him with sexual fantasies about female body parts. -experiences such a massive increase in testosterone at puberty that he perceive others' faces to be more aggressive. The Male Brain finally overturns the stereotypes. Impeccably researched and at the cutting edge of scientific knowledge, this is a book that every man, and especially every woman bedeviled by a man, will need to own.
The Library as Playground
Title | The Library as Playground PDF eBook |
Author | Dale Leorke |
Publisher | Rowman & Littlefield |
Pages | 165 |
Release | 2022-04-13 |
Genre | Language Arts & Disciplines |
ISBN | 1538164329 |
Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.
The Video Games Textbook
Title | The Video Games Textbook PDF eBook |
Author | Brian J. Wardyga |
Publisher | CRC Press |
Pages | 806 |
Release | 2018-08-06 |
Genre | Computers |
ISBN | 1351172344 |
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market