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Book reviews

Playing video games: Motives, research. The chapter about The Sims Online
responses, and consequences (Francis Steen, Patricia Greenfield, Mari Sian
Peter Vorderer & Jennings Bryant, Eds. Davies, and Brendesha Tynes) immediately
illustrates this point because it explains why
Lawrence Erlbaum Associates, Mahwah, New Jersey, this online version of one of the most popular
2006 $59.95 (soft), pp. 480
videogames in history failed dramatically.
During the Dresden conference of the Inter- The novice is also served well by the concise
national Communication Association (June chapter about uses and gratifications re-
2006), a young communications scholar search (John Sherry, Kristen Lucas, Bradley
asked me rather impatiently whether all Greenberg, and Ken Lachlan). The reported
research about video games was concerned research results in a list of six motives that
with the effects of violent game content. No, can be employed in future research about
it is not, I replied, and referred to the different the reasons why people game. Christoph
panels organized by the ICA Game Studies Klimmt and Tilo Hartmann take the motiva-
Special Interest Group. I could also have taken tional issue one step further by explaining
her to the book exhibition in order to leaf game motives from fundamental psychologi-
through the volume Playing Video Games edi- cal needs for effectance and self-efficacy.
ted by Peter Vorderer and Jennings Kwan Min Lee and Wei Peng give a detailed
Bryant. The 27 chapters exemplify the diver- overview of the social and psychological
sity of themes in current research about effects of playing video games. I recommend
video games. Its four sections (The Product, this chapter as compulsory reading for any
Motivation and Selection, Reception and class about this thorny issue.
Reaction Processes, and Effects and Conse- Scholars who already engage with video
quences) show that research about video game research will find a lot in this volume
games is as much concerned with the reasons that is worthwhile for their own research.
why people play and how they play as it is Perps, pimps, and provocative clothing
with the effects of playing. The volume is is one of the best chapters in this volume.
a milestone in the field because almost all Stacey Smith reports systematically the
chapters discuss relevant research in detail results of content analyses and explains in
and assess critically what has been accom- detail why it is so difficult to analyze game
plished and what deserves further attention. content. Kwan Min Lee, Namkee Park, and
Theory development is part and parcel of Seung-A Jin criticize the simple opposi-
many chapters, which is a major accomplish- tion between interactivity and narrative and
ment of the authors, as video game research argue that narrative is as important in
still is in its infancy. games as it is in traditional, noninteractive
Newcomers in this field will welcome this media.
book as a comprehensive introduction. The The editors must be applauded for their
history of video games is covered elegantly in decision to include topics that have been
Henry Lowoods chapter, and Barry Smiths neglected in previous research. The chapter
discussion of game genres clearly communi- about music in video games (Sean Zehnder
cates the message that the differences between and Scott Lipscomb), for example, discusses
games are too large to subsume them all under the few studies that have been done and
one heading (video games), as has been all too proposes a valuable vocabulary for research
common in policy discussions and scientific about the role of music in immersion. The

Journal of Communication 56 (2006) 861871 2006 International Communication Association 861


Book Reviews Book Reviews

chapter about personality factors (Tilo (Raessens & Goldstein, 2005) back to back
Hartmann and Christoph Klimmt) first doc- with the present volume.
uments the tiny bit of research about the role
of personality in game choice, and then pro- Jeroen Jansz
poses a theoretical model that attributes a University of Amsterdam
central position to self-beliefs about game
competence. References
The final section of the book is devoted to Raessens, J., & Goldstein J. (Eds.). (2005).
effects research. Rene Weber, Ute Ritterfeld, Handbook of computer game studies.
and Anna Kostygina add a unique contribu- Cambridge, MA: MIT Press.
tion to the pile of arguments about violent Williams, D. (2005). Bridging the
games. They discuss critically the most methodological divide in game research.
important explanatory theories and conclude Simulation & Gaming, 36(4), 447463.
that we should start investigating how players
understand games because effects will be
moderated by players interpretations. The
next chapter by Katherine Buckley and Craig
Anderson confines itself surprisingly to one
specific theory, the General Aggression Model
(GAM). The editors do not explain this
choice, but I imagine it is due to the status
of GAM as one of the most cited theories
about game effects. Fortunately, the Effects
section also contains two chapters (Debra
Lieberman; Ute Ritterfeld, and Rene Weber)
that offer detailed insight into the positive
effects of playing video games on learning
and education. In the final chapter of the
book, all concerns about games are turned
upside down by Kevin Durkin when he argues
that adolescents really are at risk when they
do not play video games.
Playing Video Games claims to bring
together a variety of disciplines. There are
indeed a handful of chapters written from
an industry and technology perspective, but
the communication perspective is dominant.
Most authors work from a quantitative, social
scientific paradigm, and the contributions
from humanist scholars such as Espen
Aarseth, Mia Consalvo, and Jesper Juul are
largely ignored. Obviously, the volume does
not answer Williams (2005) call to exchange
views between humanist and social scientific
paradigms. Readers who want to familiarize
themselves with the humanist approach
may find it helpful to read the recent
Handbook of Computer Game Studies

862 Journal of Communication 56 (2006) 861871 2006 International Communication Association

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