TY - BOOK AU - DeMaria,Rusel TI - Reset: changing the way we look at video games T2 - A BK currents book SN - 1576754332 AV - GV1469.3 .D455 2007 U1 - 794.8 22 PY - 2007///] CY - San Francisco PB - Berrett-Koehler Publishers KW - Video games KW - Social aspects KW - United States KW - Psychological aspects KW - Economic aspects KW - Video gamers KW - Education (Higher) N1 - Includes bibliographical references (pages 211-219) and index; 1; Dangerous games --; 2; Gamers and game-makers --; 3; Why we play --; 4; Your brain on games --; 5; The magic edge and TMSI --; 6; Better games, by design --; 7; Playing to the future --; 8; Serious entertainment --; 9; Smart parents, smart players --; 10; Get in the game --; 11; Digital advocacy N2 - "Video games have been a source of controversy in the media almost since their invention. At best, these digital diversions are thought of as trivial, childish obsessions. At worst, they are attacked as violent, antisocial, corrupting, and dangerous to our youth. But as Rusel DeMaria shows, video games may represent one of the most powerful learning technologies ever invented. He turns the controversy on its head and shows the positive potential of the much-maligned video game to inspire, motivate, and teach."--BOOK JACKET ER -