Multiplayer

Multiplayer PDF

Author: Thorsten Quandt

Publisher: Routledge

Published: 2013-10-30

Total Pages: 271

ISBN-13: 1134092199

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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Gamers

Gamers PDF

Author: Garry Crawford

Publisher: Routledge

Published: 2013-03

Total Pages: 313

ISBN-13: 113527505X

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This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.

New Perspectives on the Social Aspects of Digital Gaming

New Perspectives on the Social Aspects of Digital Gaming PDF

Author: Rachel Kowert

Publisher: Routledge

Published: 2017-02-10

Total Pages: 210

ISBN-13: 1317243625

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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Woke Gaming

Woke Gaming PDF

Author: Kishonna L. Gray

Publisher: University of Washington Press

Published: 2018-11-04

Total Pages: 280

ISBN-13: 0295744197

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From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Video Games and Social Competence

Video Games and Social Competence PDF

Author: Rachel Kowert

Publisher: Routledge

Published: 2014-11-27

Total Pages: 246

ISBN-13: 1317620143

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Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Mobile & Social Game Design

Mobile & Social Game Design PDF

Author: Tim Fields

Publisher: CRC Press

Published: 2014-01-22

Total Pages: 238

ISBN-13: 1466598689

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Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives

Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives PDF

Author: Valentine, Keri Duncan

Publisher: IGI Global

Published: 2016-06-20

Total Pages: 456

ISBN-13: 1522502629

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With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Game On

Game On PDF

Author: Jon Radoff

Publisher: John Wiley & Sons

Published: 2011-03-16

Total Pages: 311

ISBN-13: 1118089308

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A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary PDF

Author: Graeme Kirkpatrick

Publisher: Polity

Published: 2013-10-07

Total Pages: 229

ISBN-13: 0745641105

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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.