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Gamer nation: the rise of modern gaming and the compulsion to play again

Book Cover
Average Rating
Publisher:
Prometheus Books,
Pub. Date:
2018.
Language:
English
Description
The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush , whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon.
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ISBN:
9781633883796
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Grouping Information

Grouped Work ID c1536fc5-5378-0285-5fce-4c7b6b2483f3
Grouping Title gamer nation the rise of modern gaming and the compulsion to play again
Grouping Author geissinger eric
Grouping Category book
Last Grouping Update 2018-07-27 04:18:36AM
Last Indexed 2018-08-13 04:18:23AM

Solr Details

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author Geissinger, Eric, 1968-
author_display Geissinger, Eric
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display_description "A tech-industry insider takes a critical look at the effect games are having on our short- and long-term happiness and assesses the cultural prospects of a society increasingly obsessed with gaming. The American "game economy" has become an enormous enterprise, devouring roughly one-ninth of America's entire economic output. This overview of arguably the most influential segment of the entertainment industry examines the perspectives of gaming enthusiasts, addicts, designers, arcade owners, psychologists, philosophers, and more. Weighing the positive and negative aspects of games, the author considers their effect not only upon the players but upon culture and society. What trade-offs are being made when people play games for twenty-plus hours a week? The author puts particular emphasis on Candy Crush, whose enormous popularity has left all other games far behind. Since 2013 it has been installed over a billion times and its simplicity has disrupted previous game-design assumptions, proving new games don't have to be sophisticated and graphically immersive. He also offers insights from interviews with experts on the mechanics of manipulation. Sophisticated psychological tools are used to design games that are compelling, irresistible, and possibly addicting. In a few case, obsessive game-playing has been the cause of death. Whether you enjoy games as a harmless pastime or are suspicious of their effects on the quality of your family's life, you'll want to read this wide-ranching exploration of the growing game phenomenon"--
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subject_facet GAMES / Video & Electronic, PSYCHOLOGY / Psychopathology / Compulsive Behavior, Video game addiction -- United States, Video games -- Psychological aspects, Video games -- Social aspects -- United States
title_display Gamer nation : the rise of modern gaming and the compulsion to play again
title_full Gamer nation : the rise of modern gaming and the compulsion to play again / Eric Geissinger
title_short Gamer nation :
title_sub the rise of modern gaming and the compulsion to play again
topic_facet GAMES / Video & Electronic, PSYCHOLOGY / Psychopathology / Compulsive Behavior, Psychological aspects, Social aspects, Video game addiction, Video games