“The business and culture surrounding video games have not stopped evolving, and neither has researchers’ understanding of the new issues and debates that come with those changes. The experts in this book lay them all out in clear, well- supported summaries that leave the reader deeply informed.” Jamie Madigan, Author of The Engagement Game: Why Your Workplace Culture Should Look More Like a Video Game THE VIDEO GAME DEBATE 2 This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate. Rachel Kowert is the Research Director of Take This, a nonprofit organization that provides mental health information and resources to gaming communities and the gaming industry. She has been studying games and gamers for more than 10 years, with a specific focus on the social impact of digital game play. She has published numerous research articles and books on the topic, including A Parent's Guide to Video Games (2016), which won an INDIES award in science. For more information on Rachel and her research, please visit rkowert.com. Thorsten Quandt is Professor of Online Communication at the University of Münster and a distinguished scientist with extensive experience in digital games research, both nationally and internationally. He is the founding chair of the ECREA section on Digital Games Research, and the co-editor of essential books in game studies, including Multiplayer (2013), The Video Game Debate (2016), and New Perspectives on the Social Aspects of Digital Gaming (2017). Routledge Debates in Digital Media Studies Series editors: Rachel Kowert and Thorsten Quandt The Routledge Debates in Digital Media Studies series provides critical ex- aminations of the active debates that surround the uses and effects of new media and technologies within society. Consisting of essays written by leading scholars and experts, each volume tackles a growing area of inquiry and debate in the field and provides readers with an in-depth and accessible overview of the topic in question. The Video Game Debate 2 Revisiting the Physical, Social, and Psychological Effects of Video Games Edited by Rachel Kowert and Thorsten Quandt For more information about this series, please visit: https://www.routledge.com/ Routledge-Debates-in-Digital-Media-Studies/book-series/RDDMS THE VIDEO GAME DEBATE 2 Revisiting the Physical, Social, and Psychological Effects of Video Games Edited by Rachel Kowert and Thorsten Quandt First published 2021 by Routledge 52 Vanderbilt Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2021 Taylor & Francis The right of Rachel Kowert and Thorsten Quandt to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act, 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data A catalog record for this title has been requested. ISBN: 978-0-367-36872-2 (hbk) ISBN: 978-0-367-36694-0 (pbk) ISBN: 978-0-429-35181-5 (ebk) Typeset in Bembo by MPS Limited, Dehradun CONTENTS List of Illustrations ix Contributors x 1 Revisiting Old Debates 1 Rachel Kowert and Thorsten Quandt 2 A Brief Overview of Loot Boxes in Video Gaming 7 Mark D. Griffiths 3 Serious Games: Play for Change 19 Ruud S. Jacobs 4 Digital Divides and Structural Inequalities: Exploring the Technomasculine Culture of Gaming 41 Thomas H. Apperley and Kishonna L. Gray 5 Twitch and Participatory Cultures 53 Ashley M.L. Brown and Lis Moberly 6 Playing to Win: The Global Esports Industry and Key Issues 66 Stephanie Orme 7 Therapeutic Use of Video Games 81 Anthony Bean viii Contents 8 Extended Reality Therapy: The Use of Virtual, Augmented, and Mixed Reality in Mental Health Treatment 95 Jessica Stone 9 Mobile Gaming 107 Frans Mäyrä and Kati Alha 10 The Video Game Debate: Where Do We Go from Here? 121 Thorsten Quandt and Rachel Kowert Index 129 Illustrations Figure 7.1 The Seven Paths of Archetypal Valor (adapted from Bean, 2018) 89 Tables 2.1 Countries That Have Considered Loot Boxes in Relation to Their Gambling Regulation 12 7.1 Archetypes of Virtual Characters (Adapted from Bean, 2018) 88 8.1 Extended, Virtual, Augmented, and Mixed Reality (Adopted From Irvine, 2017) 98