000 | 02960cam a2200373 i 4500 | ||
---|---|---|---|
001 | 2018018604 | ||
003 | DLC | ||
005 | 20190816163533.0 | ||
008 | 180416s2018 nyu ob 001 0 eng | ||
010 | _a 2018003771 | ||
020 | _a9781633883796 (hardback) | ||
020 | _z9781633883802 (ebook) | ||
042 | _apcc | ||
043 | _an-us--- | ||
040 |
_aDLC _beng _erda _cDLC _dDLC _dMiTN |
||
050 | 0 | 0 |
_aGV1469.34 .S52 _bG45 2018 |
082 | 0 | 0 |
_a794.8 _223 |
084 |
_aGAM013000 _aPSY009000 _2bisacsh |
||
100 | 1 |
_aGeissinger, Eric, _d1968- |
|
245 | 1 | 0 |
_aGamer nation : _bthe rise of modern gaming and the compulsion to play again / _cEric Geissinger. |
264 | 1 |
_aAmherst, New York : _bPrometheus Books, _c2018. |
|
300 |
_a277 pages ; _c24 cm |
||
336 |
_atext _2rdacontent |
||
337 |
_aunmediated _2rdamedia |
||
338 |
_avolume _2rdacarrier |
||
504 | _aIncludes bibliographical references and index. | ||
520 |
_a"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"-- _cProvided by publisher. |
||
650 | 0 |
_aVideo games _xSocial aspects _zUnited States. |
|
650 | 0 |
_aVideo games _xPsychological aspects. |
|
650 | 0 |
_aVideo game addiction _zUnited States. |
|
650 | 7 |
_aGAMES / Video & Electronic. _2bisacsh |
|
650 | 7 |
_aPSYCHOLOGY / Psychopathology / Compulsive Behavior. _2bisacsh |
|
776 | 0 | 8 |
_iPrint version: _aGeissinger, Eric, 1968- author. _tGamer nation _dAmherst, New York : Prometheus Books, 2018 _z9781633883802 _w(DLC) 2018018604 |
999 |
_c234243 _d234243 |