Social, Casual and Mobile Games

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 150132019X
Total Pages : 319 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Social, Casual and Mobile Games by : Michele Willson

Download or read book Social, Casual and Mobile Games written by Michele Willson and published by Bloomsbury Publishing USA. This book was released on 2017-08-24 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

Gaming in Social, Locative and Mobile Media

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Publisher : Springer
ISBN 13 : 1137301422
Total Pages : 180 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Gaming in Social, Locative and Mobile Media by : L. Hjorth

Download or read book Gaming in Social, Locative and Mobile Media written by L. Hjorth and published by Springer. This book was released on 2014-05-29 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Gaming Sexism

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Publisher : NYU Press
ISBN 13 : 1479802204
Total Pages : 274 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

A Casual Revolution

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Publisher : MIT Press
ISBN 13 : 0262285800
Total Pages : 261 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis A Casual Revolution by : Jesper Juul

Download or read book A Casual Revolution written by Jesper Juul and published by MIT Press. This book was released on 2012-02-10 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Casual Game Design

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Publisher : CRC Press
ISBN 13 : 1498717357
Total Pages : 295 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis Casual Game Design by : Gregory Trefry

Download or read book Casual Game Design written by Gregory Trefry and published by CRC Press. This book was released on 2010-01-26 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casua

Ambient Play

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Publisher : MIT Press
ISBN 13 : 026236042X
Total Pages : 200 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Ambient Play by : Larissa Hjorth

Download or read book Ambient Play written by Larissa Hjorth and published by MIT Press. This book was released on 2020-09-15 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.

Games User Research

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Publisher : Oxford University Press
ISBN 13 : 0198794843
Total Pages : 549 pages
Book Rating : 4.1/5 (987 download)

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Book Synopsis Games User Research by : Anders Drachen

Download or read book Games User Research written by Anders Drachen and published by Oxford University Press. This book was released on 2018 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: "games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.

Mobile Gaming in Asia

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Publisher : Springer
ISBN 13 : 9402408266
Total Pages : 247 pages
Book Rating : 4.4/5 (24 download)

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Book Synopsis Mobile Gaming in Asia by : Dal Yong Jin

Download or read book Mobile Gaming in Asia written by Dal Yong Jin and published by Springer. This book was released on 2016-07-29 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Ready Player Two

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Publisher : U of Minnesota Press
ISBN 13 : 1452954992
Total Pages : 246 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Ready Player Two by : Shira Chess

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Mobile & Social Game Design

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Publisher : CRC Press
ISBN 13 : 1466598689
Total Pages : 238 pages
Book Rating : 4.4/5 (665 download)

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Book Synopsis Mobile & Social Game Design by : Tim Fields

Download or read book Mobile & Social Game Design written by Tim Fields and published by CRC Press. This book was released on 2014-01-22 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Play like a Feminist.

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Publisher : MIT Press
ISBN 13 : 0262360446
Total Pages : 182 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Play like a Feminist. by : Shira Chess

Download or read book Play like a Feminist. written by Shira Chess and published by MIT Press. This book was released on 2020-08-18 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

Everything Bad is Good for You

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Publisher : Penguin
ISBN 13 : 1101158018
Total Pages : 272 pages
Book Rating : 4.1/5 (11 download)

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Book Synopsis Everything Bad is Good for You by : Steven Johnson

Download or read book Everything Bad is Good for You written by Steven Johnson and published by Penguin. This book was released on 2006-05-02 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Encyclopedia of Mobile Phone Behavior

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Publisher : IGI Global
ISBN 13 : 146668240X
Total Pages : 1542 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Encyclopedia of Mobile Phone Behavior by : Yan, Zheng

Download or read book Encyclopedia of Mobile Phone Behavior written by Yan, Zheng and published by IGI Global. This book was released on 2015-03-31 with total page 1542 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rise of mobile phones has brought about a new era of technological attachment as an increasing number of people rely on their personal mobile devices to conduct their daily activities. Due to the ubiquitous nature of mobile phones, the impact of these devices on human behavior, interaction, and cognition has become a widely studied topic. The Encyclopedia of Mobile Phone Behavior is an authoritative source for scholarly research on the use of mobile phones and how these devices are revolutionizing the way individuals learn, work, and interact with one another. Featuring exhaustive coverage on a variety of topics relating to mobile phone use, behavior, and the impact of mobile devices on society and human interaction, this multi-volume encyclopedia is an essential reference source for students, researchers, IT specialists, and professionals seeking current research on the use and impact of mobile technologies on contemporary culture.

Games As A Service

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Publisher : CRC Press
ISBN 13 : 1317908872
Total Pages : 311 pages
Book Rating : 4.3/5 (179 download)

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Book Synopsis Games As A Service by : Oscar Clark

Download or read book Games As A Service written by Oscar Clark and published by CRC Press. This book was released on 2014-02-05 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Communities of Play

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Publisher : MIT Press
ISBN 13 : 026251673X
Total Pages : 343 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Communities of Play by : Celia Pearce

Download or read book Communities of Play written by Celia Pearce and published by MIT Press. This book was released on 2011-09-30 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

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Author :
Publisher : McGraw Hill Professional
ISBN 13 : 0071808329
Total Pages : 256 pages
Book Rating : 4.0/5 (718 download)

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Book Synopsis The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition by : Gabe Zichermann

Download or read book The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition written by Gabe Zichermann and published by McGraw Hill Professional. This book was released on 2013-03-29 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor

Handbook of Research on Serious Games for Educational Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1522505148
Total Pages : 496 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Serious Games for Educational Applications by : Zheng, Robert

Download or read book Handbook of Research on Serious Games for Educational Applications written by Zheng, Robert and published by IGI Global. This book was released on 2016-08-01 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.