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  1. New perspectives on the social aspects of digital gaming
    multiplayer 2
    Published: 2019
    Publisher:  Routledge, Taylor & Francis Group, London ; New York

    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... more

    Universitätsbibliothek Bamberg
    Unlimited inter-library loan, copies and loan

     

    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

     

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    Content information
    Source: Union catalogues
    Contributor: Quandt, Thorsten (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780367877231; 9781138643635
    Other identifier:
    9780367877231
    RVK Categories: AP 15963
    Edition: First issued in paperback
    Series: Routledge advances in game studies
    Subjects: bisacsh; bisacsh; Online-Spiel; Videospiel; Computerspiel; Soziologie; Gesellschaft
    Scope: vi, 210 Seiten, Illustrationen, 308 grams
    Notes:

    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]