Multiplayer
The Social Aspects of Digital Gaming
Herausgeber: Quandt, Thorsten; Kröger, Sonja
Multiplayer
The Social Aspects of Digital Gaming
Herausgeber: Quandt, Thorsten; Kröger, Sonja
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- Produkterinnerung
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the media mainstream. This edited collection takes a closer look at the various forms of human interaction in and around these digital games, providing both students and researchers with an overview of debates, past and present. Including contributions from leading figures in the field, such as Richard Bartle and Mark Griffiths, this book is unique in bridging the gap between games research and social-scientific communication research.
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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 media mainstream. This edited collection takes a closer look at the various forms of human interaction in and around these digital games, providing both students and researchers with an overview of debates, past and present. Including contributions from leading figures in the field, such as Richard Bartle and Mark Griffiths, this book is unique in bridging the gap between games research and social-scientific communication research.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 272
- Erscheinungstermin: 1. November 2013
- Englisch
- Abmessung: 236mm x 160mm x 23mm
- Gewicht: 612g
- ISBN-13: 9780415828857
- ISBN-10: 0415828856
- Artikelnr.: 38076244
- Verlag: Taylor & Francis
- Seitenzahl: 272
- Erscheinungstermin: 1. November 2013
- Englisch
- Abmessung: 236mm x 160mm x 23mm
- Gewicht: 612g
- ISBN-13: 9780415828857
- ISBN-10: 0415828856
- Artikelnr.: 38076244
Thorsten Quandt is a Professor of Communication Studies at the University of Münster. He is the founding chair of ECREA's Temporary Working Group 'Digital Games Research'. His research and teaching fields include online communication, media innovation research, digital games and online journalism. Sonja Kröger (M.A. in Education, Media Studies and German literature) works as a junior lecturer at the Institute of Communication Studies at the University of Hohenheim. Her research and teaching fields include media education, young children & media, and digital games with a focus on advertising.
Section I: Social Aspects of Digital Gaming 1. Introduction: Multiplayer
Gaming as Social Media Entertainment Thorsten Quandt and Sonja Kröger 2.
Design Principles: Use and Misuse Richard A. Bartle 3. Multiplayer Gaming
Around the World Thorsten Quandt, Vivian Chen, Jan Van Looy and Frans Mäyrä
Section II: Social Interaction in Virtual Worlds 4. Methodology of
Measuring Social Immersion in Online Role-playing Games: Exemplary
Experimental Research on Social Interactions in Virtual Worlds Benny
Liebold, Daniel Pietschmann, Georg Valtin and Peter Ohler 5. Happy
Together? A Gender-comparative Study into Social Practices in Digital
Gaming Jan Van Looy and Lotte Vermeulen 6. Player-Centered Game Design:
Expectations and Perceptions of Social Interaction in RPG and FPS as
Predictors of Rich Game Experience Christina Schumann 7. Analyzing AI in
NPCs: An Analysis of Twelve Games Magnus Johansson, Björn Straat, Harko
Verhagen and Henrik Warpefelt Section III: Online Gaming 8. Party Animal or
Dinner for One: Are Online Gamers Socially Inept? Rachel V. Kowert and
Julian A. Oldmeadow 9. "There Is No Place Like Home": The Potential of
Commercial Online Gaming Platforms to Become Third Places Jeffrey Wimmer
10. It's a Quest(ion) of Timing Torill Elvira Mortensen 11. Social
Interaction Design in MMOs Nelson Zagalo and Aníbal Gonçalves Section IV:
Co-located and Console Gaming 12. Get together: Console Playing as a Group
Experience Sonja Kröger and Thorsten Quandt 13. Family and Games - Digital
Game Playing in the Social Context of the Family Lina Eklund 14. Playing to
Win?: Measuring the Correlation between Biometric Responses and Social
Interaction in Co-located Social Gaming Steve Bromley, Pejman Mirza-Babaei,
Graham McAllister and Jonathan Napier 15. Anything but Speechless -
Face-to-Face-Communication during Co-located Gaming Judith Ackermann
Section V: Risks and Challenges of Social Gaming 16. An Overview of Online
Gaming Addiction Mark D. Griffiths 17. Living in a Virtual World? An
Excessive Gamer Typology Emese Domahidi and Thorsten Quandt 18. Friendship
Quality Matters for Multiplayer Gamers: The Role of Online and Real-life
Friendship Quality in the Relationship between Game Addiction and
Psychological Well-being in a Sample of Adolescent Online Gamers Antonius
J. van Rooij, Tim M. Schoenmakers , Regina J.J.M. van den Eijnden, Ad A.
Vermulst and Dike van de Mheen 19. Isolated Violence, Isolated Players,
Isolated Aggression: The Social Realism of Experimental Research on Digital
Games and Aggression Malte Elson and Johannes Breuer 20. Self-Discrepancy
and MMORPGs: Testing the Moderating Effects of Avatar: Identification and
Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois and
Melanie De Vocht
Gaming as Social Media Entertainment Thorsten Quandt and Sonja Kröger 2.
Design Principles: Use and Misuse Richard A. Bartle 3. Multiplayer Gaming
Around the World Thorsten Quandt, Vivian Chen, Jan Van Looy and Frans Mäyrä
Section II: Social Interaction in Virtual Worlds 4. Methodology of
Measuring Social Immersion in Online Role-playing Games: Exemplary
Experimental Research on Social Interactions in Virtual Worlds Benny
Liebold, Daniel Pietschmann, Georg Valtin and Peter Ohler 5. Happy
Together? A Gender-comparative Study into Social Practices in Digital
Gaming Jan Van Looy and Lotte Vermeulen 6. Player-Centered Game Design:
Expectations and Perceptions of Social Interaction in RPG and FPS as
Predictors of Rich Game Experience Christina Schumann 7. Analyzing AI in
NPCs: An Analysis of Twelve Games Magnus Johansson, Björn Straat, Harko
Verhagen and Henrik Warpefelt Section III: Online Gaming 8. Party Animal or
Dinner for One: Are Online Gamers Socially Inept? Rachel V. Kowert and
Julian A. Oldmeadow 9. "There Is No Place Like Home": The Potential of
Commercial Online Gaming Platforms to Become Third Places Jeffrey Wimmer
10. It's a Quest(ion) of Timing Torill Elvira Mortensen 11. Social
Interaction Design in MMOs Nelson Zagalo and Aníbal Gonçalves Section IV:
Co-located and Console Gaming 12. Get together: Console Playing as a Group
Experience Sonja Kröger and Thorsten Quandt 13. Family and Games - Digital
Game Playing in the Social Context of the Family Lina Eklund 14. Playing to
Win?: Measuring the Correlation between Biometric Responses and Social
Interaction in Co-located Social Gaming Steve Bromley, Pejman Mirza-Babaei,
Graham McAllister and Jonathan Napier 15. Anything but Speechless -
Face-to-Face-Communication during Co-located Gaming Judith Ackermann
Section V: Risks and Challenges of Social Gaming 16. An Overview of Online
Gaming Addiction Mark D. Griffiths 17. Living in a Virtual World? An
Excessive Gamer Typology Emese Domahidi and Thorsten Quandt 18. Friendship
Quality Matters for Multiplayer Gamers: The Role of Online and Real-life
Friendship Quality in the Relationship between Game Addiction and
Psychological Well-being in a Sample of Adolescent Online Gamers Antonius
J. van Rooij, Tim M. Schoenmakers , Regina J.J.M. van den Eijnden, Ad A.
Vermulst and Dike van de Mheen 19. Isolated Violence, Isolated Players,
Isolated Aggression: The Social Realism of Experimental Research on Digital
Games and Aggression Malte Elson and Johannes Breuer 20. Self-Discrepancy
and MMORPGs: Testing the Moderating Effects of Avatar: Identification and
Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois and
Melanie De Vocht
Section I: Social Aspects of Digital Gaming 1. Introduction: Multiplayer
Gaming as Social Media Entertainment Thorsten Quandt and Sonja Kröger 2.
Design Principles: Use and Misuse Richard A. Bartle 3. Multiplayer Gaming
Around the World Thorsten Quandt, Vivian Chen, Jan Van Looy and Frans Mäyrä
Section II: Social Interaction in Virtual Worlds 4. Methodology of
Measuring Social Immersion in Online Role-playing Games: Exemplary
Experimental Research on Social Interactions in Virtual Worlds Benny
Liebold, Daniel Pietschmann, Georg Valtin and Peter Ohler 5. Happy
Together? A Gender-comparative Study into Social Practices in Digital
Gaming Jan Van Looy and Lotte Vermeulen 6. Player-Centered Game Design:
Expectations and Perceptions of Social Interaction in RPG and FPS as
Predictors of Rich Game Experience Christina Schumann 7. Analyzing AI in
NPCs: An Analysis of Twelve Games Magnus Johansson, Björn Straat, Harko
Verhagen and Henrik Warpefelt Section III: Online Gaming 8. Party Animal or
Dinner for One: Are Online Gamers Socially Inept? Rachel V. Kowert and
Julian A. Oldmeadow 9. "There Is No Place Like Home": The Potential of
Commercial Online Gaming Platforms to Become Third Places Jeffrey Wimmer
10. It's a Quest(ion) of Timing Torill Elvira Mortensen 11. Social
Interaction Design in MMOs Nelson Zagalo and Aníbal Gonçalves Section IV:
Co-located and Console Gaming 12. Get together: Console Playing as a Group
Experience Sonja Kröger and Thorsten Quandt 13. Family and Games - Digital
Game Playing in the Social Context of the Family Lina Eklund 14. Playing to
Win?: Measuring the Correlation between Biometric Responses and Social
Interaction in Co-located Social Gaming Steve Bromley, Pejman Mirza-Babaei,
Graham McAllister and Jonathan Napier 15. Anything but Speechless -
Face-to-Face-Communication during Co-located Gaming Judith Ackermann
Section V: Risks and Challenges of Social Gaming 16. An Overview of Online
Gaming Addiction Mark D. Griffiths 17. Living in a Virtual World? An
Excessive Gamer Typology Emese Domahidi and Thorsten Quandt 18. Friendship
Quality Matters for Multiplayer Gamers: The Role of Online and Real-life
Friendship Quality in the Relationship between Game Addiction and
Psychological Well-being in a Sample of Adolescent Online Gamers Antonius
J. van Rooij, Tim M. Schoenmakers , Regina J.J.M. van den Eijnden, Ad A.
Vermulst and Dike van de Mheen 19. Isolated Violence, Isolated Players,
Isolated Aggression: The Social Realism of Experimental Research on Digital
Games and Aggression Malte Elson and Johannes Breuer 20. Self-Discrepancy
and MMORPGs: Testing the Moderating Effects of Avatar: Identification and
Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois and
Melanie De Vocht
Gaming as Social Media Entertainment Thorsten Quandt and Sonja Kröger 2.
Design Principles: Use and Misuse Richard A. Bartle 3. Multiplayer Gaming
Around the World Thorsten Quandt, Vivian Chen, Jan Van Looy and Frans Mäyrä
Section II: Social Interaction in Virtual Worlds 4. Methodology of
Measuring Social Immersion in Online Role-playing Games: Exemplary
Experimental Research on Social Interactions in Virtual Worlds Benny
Liebold, Daniel Pietschmann, Georg Valtin and Peter Ohler 5. Happy
Together? A Gender-comparative Study into Social Practices in Digital
Gaming Jan Van Looy and Lotte Vermeulen 6. Player-Centered Game Design:
Expectations and Perceptions of Social Interaction in RPG and FPS as
Predictors of Rich Game Experience Christina Schumann 7. Analyzing AI in
NPCs: An Analysis of Twelve Games Magnus Johansson, Björn Straat, Harko
Verhagen and Henrik Warpefelt Section III: Online Gaming 8. Party Animal or
Dinner for One: Are Online Gamers Socially Inept? Rachel V. Kowert and
Julian A. Oldmeadow 9. "There Is No Place Like Home": The Potential of
Commercial Online Gaming Platforms to Become Third Places Jeffrey Wimmer
10. It's a Quest(ion) of Timing Torill Elvira Mortensen 11. Social
Interaction Design in MMOs Nelson Zagalo and Aníbal Gonçalves Section IV:
Co-located and Console Gaming 12. Get together: Console Playing as a Group
Experience Sonja Kröger and Thorsten Quandt 13. Family and Games - Digital
Game Playing in the Social Context of the Family Lina Eklund 14. Playing to
Win?: Measuring the Correlation between Biometric Responses and Social
Interaction in Co-located Social Gaming Steve Bromley, Pejman Mirza-Babaei,
Graham McAllister and Jonathan Napier 15. Anything but Speechless -
Face-to-Face-Communication during Co-located Gaming Judith Ackermann
Section V: Risks and Challenges of Social Gaming 16. An Overview of Online
Gaming Addiction Mark D. Griffiths 17. Living in a Virtual World? An
Excessive Gamer Typology Emese Domahidi and Thorsten Quandt 18. Friendship
Quality Matters for Multiplayer Gamers: The Role of Online and Real-life
Friendship Quality in the Relationship between Game Addiction and
Psychological Well-being in a Sample of Adolescent Online Gamers Antonius
J. van Rooij, Tim M. Schoenmakers , Regina J.J.M. van den Eijnden, Ad A.
Vermulst and Dike van de Mheen 19. Isolated Violence, Isolated Players,
Isolated Aggression: The Social Realism of Experimental Research on Digital
Games and Aggression Malte Elson and Johannes Breuer 20. Self-Discrepancy
and MMORPGs: Testing the Moderating Effects of Avatar: Identification and
Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois and
Melanie De Vocht