Gamer nation : the rise of modern gaming and the compulsion to play again / Eric Geissinger
By: Geissinger, Eric [author].
Publisher: Amherst, New York : Prometheus Books, ©2018Description: 277 pages ; 24 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9781633883796.Subject(s): Video games -- Social aspects -- United States | Video games -- Psychological aspects | Video game addiction -- United StatesGenre/Form: Print books.Current location | Call number | Status | Date due | Barcode | Item holds |
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On Shelf | GV1469.34.S52 G45 2018 (Browse shelf) | Available | AU00000000016018 |
Browsing Alfaisal University Shelves , Shelving location: On Shelf Close shelf browser
GV1469.34 .P79 A63 2018 Playing with feelings : video games and affect / | GV1469.34.P79 E83 2019 Lost in a good game : why we play video games and what they can do for us / | GV1469.34.P79 T64 2018 Playing smart : on games, intelligence and Artificial Intelligence / | GV1469.34.S52 G45 2018 Gamer nation : the rise of modern gaming and the compulsion to play again / | GV1469.34.S52 H68 2019 How to play video games / | GV1469.34.S52 V35 2017 Game worlds get real : how who we are online became who we are offline / | GV1469.35.P634 A84 2019 The augmented reality of Pokémon Go : chronotopes, moral panic, and other complexities / |
Includes bibliographical references (pages 243-268) and index
Birds do it, bees don't do it, but some pig-faced turtles do it -- All work and no unstructured play makes Jane whiny -- Massive size is massive -- Anatomy of a bestseller -- Candy Crush(ing) the competition, and harpooning whales -- Professional leagues and the rise of esports -- are they still games? -- The dangers of the virtual -- Keep us safe by giving them games -- Flooding the Colosseum
"A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon"--