Gamer nation : the rise of modern gaming and the compulsion to play again / Eric Geissinger.
Publisher: Amherst, New York : Prometheus Books, 2018Description: 277 pages ; 24 cmContent type:- text
- unmediated
- volume
- 9781633883796 (hardback)
- 794.8 23
- GV1469.34 .S52 G45 2018
- GAM013000 | PSY009000
Item type | Current library | Shelving location | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | NMC Library | Stacks | GV1469.34 .S52 G45 2018 (Browse shelf(Opens below)) | 1 | Available | 33039001457836 |
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GV1469.34 .S52 B86 2017 Power play : how video games can save the world / | GV1469.34 .S52 C65 2018 Gaming masculinity : trolls, fake geeks, and the gendered battle for online culture / | GV1469.34 .S52 D94 2009 Games of empire : global capitalism and video games / | GV1469.34 .S52 G45 2018 Gamer nation : the rise of modern gaming and the compulsion to play again / | GV1469.34 .S52 S59 2018 Families at play : connecting and learning through video games / | GV1469.34 .S63 G85 2014 Game after : a cultural study of video game afterlife / | GV1469.34 .V56 G76 2016 Assassination generation : video games, aggression, and the psychology of killing / |
Includes bibliographical references and index.
"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"-- Provided by publisher.
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