New Perspectives on the Social Aspects of Digital Gaming
Multiplayer 2
Herausgeber: Kowert, Rachel; Quandt, Thorsten
New Perspectives on the Social Aspects of Digital Gaming
Multiplayer 2
Herausgeber: Kowert, Rachel; Quandt, Thorsten
- Broschiertes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
This 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.
Andere Kunden interessierten sich auch für
- Gaming Cultures and Place in Asia-Pacific65,99 €
- Sara M ColeIdentity and Play in Interactive Digital Media59,99 €
- Evolutionary Psychology and Digital Games58,99 €
- Colin MilburnRespawn33,99 €
- Christopher GoetzThe Counterfeit Coin42,99 €
- Rob GallagherVideogames, Identity and Digital Subjectivity59,99 €
- The Rise of Transtexts59,99 €
-
-
-
This 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.
Produktdetails
- Produktdetails
- Verlag: Jenny Stanford Publishing
- Seitenzahl: 210
- Erscheinungstermin: 10. Dezember 2019
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 318g
- ISBN-13: 9780367877231
- ISBN-10: 0367877236
- Artikelnr.: 58483211
- Verlag: Jenny Stanford Publishing
- Seitenzahl: 210
- Erscheinungstermin: 10. Dezember 2019
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 318g
- ISBN-13: 9780367877231
- ISBN-10: 0367877236
- Artikelnr.: 58483211
Thorsten Quandt holds the chair of Online Communication at the University of Münster, Germany. Rachel Kowert recently completed a Post-Doctoral Fellowship at the University of Münster, Germany.
1. Multiplayer and beyond: Witnessing the evolution of gaming
[Thorsten Quandt & Rachel Kowert]
Part I: Social Forms of Gaming
2. From social play to social games and back: The emergence and development
of social network games
[Frans Mäyrä, Jaakko Sternos, Janne Paavilainen, & Annakaisa Kultima]
3. Identifying social forms of flow in multi-user games
[Joceran Borderie & Nicolas Michinov]
4. Envisioning the other: A grounded exploration of social roles in digital
game play
[Jasmien Vervaeke, Frederik De Grove, & Jan Van Looy]
Part II: Online Gaming
5. Multiplayer games as the ultimate communication lab and incubator: A
multi-media Study
[John L. Sherry, Andy Boyan, Kendra Knight, Cherylann Edwards, & Qi Hao]
6. The MMORPG designer's journey: Casualization and its consequences for
social interactions
[Daniel Pietschmann, Benny Liebold, & Georg Valtin]
7. Multiplayer features and game success
[André Marchand]
Part III: Gender Issues in Gaming Communities
8. Sexism in video games and the gaming community
[Jesse Fox & Wai Yen Tang]
9. Women are from FarmVille, Men are from ViceCity: The cycle of exclusion
and sexism in video game content and culture
[Rachel Kowert, Johannes Breuer, & Thorsten Quandt]
Part IV: Games for Change
10. The key features of persuasive games: A model and case analysis
[Ruud Jacobs, Jeroen Jansz, & Teresa de la Hera Conde-Pumpido]
11. "Resist the dictatorship of Malygos on Coldarra Island!" Evidence of
MMOG culture in Taiwan's Sunflower Social Movement
[Holin Lin & Chuen Tsai Sun]
12. Between drudgery and "Promesse du bonheur": Games and gamification
[Mathias Fuchs]
[Thorsten Quandt & Rachel Kowert]
Part I: Social Forms of Gaming
2. From social play to social games and back: The emergence and development
of social network games
[Frans Mäyrä, Jaakko Sternos, Janne Paavilainen, & Annakaisa Kultima]
3. Identifying social forms of flow in multi-user games
[Joceran Borderie & Nicolas Michinov]
4. Envisioning the other: A grounded exploration of social roles in digital
game play
[Jasmien Vervaeke, Frederik De Grove, & Jan Van Looy]
Part II: Online Gaming
5. Multiplayer games as the ultimate communication lab and incubator: A
multi-media Study
[John L. Sherry, Andy Boyan, Kendra Knight, Cherylann Edwards, & Qi Hao]
6. The MMORPG designer's journey: Casualization and its consequences for
social interactions
[Daniel Pietschmann, Benny Liebold, & Georg Valtin]
7. Multiplayer features and game success
[André Marchand]
Part III: Gender Issues in Gaming Communities
8. Sexism in video games and the gaming community
[Jesse Fox & Wai Yen Tang]
9. Women are from FarmVille, Men are from ViceCity: The cycle of exclusion
and sexism in video game content and culture
[Rachel Kowert, Johannes Breuer, & Thorsten Quandt]
Part IV: Games for Change
10. The key features of persuasive games: A model and case analysis
[Ruud Jacobs, Jeroen Jansz, & Teresa de la Hera Conde-Pumpido]
11. "Resist the dictatorship of Malygos on Coldarra Island!" Evidence of
MMOG culture in Taiwan's Sunflower Social Movement
[Holin Lin & Chuen Tsai Sun]
12. Between drudgery and "Promesse du bonheur": Games and gamification
[Mathias Fuchs]
1. Multiplayer and beyond: Witnessing the evolution of gaming
[Thorsten Quandt & Rachel Kowert]
Part I: Social Forms of Gaming
2. From social play to social games and back: The emergence and development
of social network games
[Frans Mäyrä, Jaakko Sternos, Janne Paavilainen, & Annakaisa Kultima]
3. Identifying social forms of flow in multi-user games
[Joceran Borderie & Nicolas Michinov]
4. Envisioning the other: A grounded exploration of social roles in digital
game play
[Jasmien Vervaeke, Frederik De Grove, & Jan Van Looy]
Part II: Online Gaming
5. Multiplayer games as the ultimate communication lab and incubator: A
multi-media Study
[John L. Sherry, Andy Boyan, Kendra Knight, Cherylann Edwards, & Qi Hao]
6. The MMORPG designer's journey: Casualization and its consequences for
social interactions
[Daniel Pietschmann, Benny Liebold, & Georg Valtin]
7. Multiplayer features and game success
[André Marchand]
Part III: Gender Issues in Gaming Communities
8. Sexism in video games and the gaming community
[Jesse Fox & Wai Yen Tang]
9. Women are from FarmVille, Men are from ViceCity: The cycle of exclusion
and sexism in video game content and culture
[Rachel Kowert, Johannes Breuer, & Thorsten Quandt]
Part IV: Games for Change
10. The key features of persuasive games: A model and case analysis
[Ruud Jacobs, Jeroen Jansz, & Teresa de la Hera Conde-Pumpido]
11. "Resist the dictatorship of Malygos on Coldarra Island!" Evidence of
MMOG culture in Taiwan's Sunflower Social Movement
[Holin Lin & Chuen Tsai Sun]
12. Between drudgery and "Promesse du bonheur": Games and gamification
[Mathias Fuchs]
[Thorsten Quandt & Rachel Kowert]
Part I: Social Forms of Gaming
2. From social play to social games and back: The emergence and development
of social network games
[Frans Mäyrä, Jaakko Sternos, Janne Paavilainen, & Annakaisa Kultima]
3. Identifying social forms of flow in multi-user games
[Joceran Borderie & Nicolas Michinov]
4. Envisioning the other: A grounded exploration of social roles in digital
game play
[Jasmien Vervaeke, Frederik De Grove, & Jan Van Looy]
Part II: Online Gaming
5. Multiplayer games as the ultimate communication lab and incubator: A
multi-media Study
[John L. Sherry, Andy Boyan, Kendra Knight, Cherylann Edwards, & Qi Hao]
6. The MMORPG designer's journey: Casualization and its consequences for
social interactions
[Daniel Pietschmann, Benny Liebold, & Georg Valtin]
7. Multiplayer features and game success
[André Marchand]
Part III: Gender Issues in Gaming Communities
8. Sexism in video games and the gaming community
[Jesse Fox & Wai Yen Tang]
9. Women are from FarmVille, Men are from ViceCity: The cycle of exclusion
and sexism in video game content and culture
[Rachel Kowert, Johannes Breuer, & Thorsten Quandt]
Part IV: Games for Change
10. The key features of persuasive games: A model and case analysis
[Ruud Jacobs, Jeroen Jansz, & Teresa de la Hera Conde-Pumpido]
11. "Resist the dictatorship of Malygos on Coldarra Island!" Evidence of
MMOG culture in Taiwan's Sunflower Social Movement
[Holin Lin & Chuen Tsai Sun]
12. Between drudgery and "Promesse du bonheur": Games and gamification
[Mathias Fuchs]