Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the 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.
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the 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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
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]
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]
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