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