Getting Gamers
(eAudiobook)

Book Cover
Average Rating
Published
Tantor Media, Inc., 2019.
Format
eAudiobook
Status
Available Online

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Physical Description
11h 26m 0s
Language
English
ISBN
9781977362681

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Citations

APA Citation (style guide)

Jamie Madigan., Jamie Madigan|AUTHOR., & Stephen Bel Davies|READER. (2019). Getting Gamers . Tantor Media, Inc..

Chicago / Turabian - Author Date Citation (style guide)

Jamie Madigan, Jamie Madigan|AUTHOR and Stephen Bel Davies|READER. 2019. Getting Gamers. Tantor Media, Inc.

Chicago / Turabian - Humanities Citation (style guide)

Jamie Madigan, Jamie Madigan|AUTHOR and Stephen Bel Davies|READER. Getting Gamers Tantor Media, Inc, 2019.

MLA Citation (style guide)

Jamie Madigan, Jamie Madigan|AUTHOR, and Stephen Bel Davies|READER. Getting Gamers Tantor Media, Inc., 2019.

Note! Citation formats are based on standards as of August 2021. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.

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Grouping Information

Grouped Work ID94579463-3656-b8bc-3b54-30d46502244b
Full titlegetting gamers the psychology of video games and their impact on the people who play them
Authormadigan jamie
Grouping Categorybook
Last Update2021-09-16 20:00:51PM
Last Indexed2021-10-22 06:40:12AM

Book Cover Information

Image Sourcehoopla
First LoadedSep 21, 2021
Last UsedSep 21, 2021

Hoopla Extract Information

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    [synopsis] => Getting Gamers will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them.

With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
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