Normal view MARC view ISBD view

Gamer nation : the rise of modern gaming and the compulsion to play again / Eric Geissinger

By: Geissinger, Eric, 1968- [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.
Contents:
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
Summary: "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"--
    average rating: 0.0 (0 votes)
Current location Call number Status Date due Barcode Item holds
On Shelf GV1469.34.S52 G45 2018 (Browse shelf) Available AU00000000016018
Total holds: 0

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"--

Copyright © 2020 Alfaisal University Library. All Rights Reserved.
Tel: +966 11 2158948 Fax: +966 11 2157910 Email:
librarian@alfaisal.edu