This bookexamines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
This bookexamines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Casey B. Hart is associate professor in the Department of Mass Communication at Stephen F. Austin State University.
Inhaltsangabe
Contents Introduction Casey Hart 1."Show me the money!" - Shifting Fields of Capital in the Global Game Industry Casey O'Donnell 2.Nintendo's Retro Revolution: Commodified Nostalgia and the Virtual Console Steve Cuff and Christopher Terry 3.Business Models, Planned Obsolescence, Externalities: Examining the Virtual Hand of the Video Game Industry Mark D. Cruea 4.Prestige: A Cyclical Act for Consumer Control Brent Kice 5.Free-to-play? Considering the interaction of functional factors in video game design influencing the economic effectiveness of microtransactions Casey Hart 6.P(l)aying Pretty: Consuming Fairy Tales and Device Applications Emma Whatman 7.Playing with and against Microtransactions: The Discourses of Microtransactions Acceptance and Rejection in Mainstream Video Games Jan velch 8.Smart Players and Happy Consumers: Effects of Game Characteristics and Player Emotional Experiences on in-App Ad Responses Hsuan-Yi Chou and Shaojung Sharon Wang 9.Gold Farming in China-and in Western Academia, Journalism, and Fiction Bjarke Liboriussen About the Editor and Contributors
Contents Introduction Casey Hart 1."Show me the money!" - Shifting Fields of Capital in the Global Game Industry Casey O'Donnell 2.Nintendo's Retro Revolution: Commodified Nostalgia and the Virtual Console Steve Cuff and Christopher Terry 3.Business Models, Planned Obsolescence, Externalities: Examining the Virtual Hand of the Video Game Industry Mark D. Cruea 4.Prestige: A Cyclical Act for Consumer Control Brent Kice 5.Free-to-play? Considering the interaction of functional factors in video game design influencing the economic effectiveness of microtransactions Casey Hart 6.P(l)aying Pretty: Consuming Fairy Tales and Device Applications Emma Whatman 7.Playing with and against Microtransactions: The Discourses of Microtransactions Acceptance and Rejection in Mainstream Video Games Jan velch 8.Smart Players and Happy Consumers: Effects of Game Characteristics and Player Emotional Experiences on in-App Ad Responses Hsuan-Yi Chou and Shaojung Sharon Wang 9.Gold Farming in China-and in Western Academia, Journalism, and Fiction Bjarke Liboriussen About the Editor and Contributors
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