An edition of Social, casual and mobile games (2016)

Social, casual and mobile games

the changing gaming landscape

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

Buy this book

Last edited by ImportBot
July 15, 2022 | History
An edition of Social, casual and mobile games (2016)

Social, casual and mobile games

the changing gaming landscape

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

"Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world"--

"The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--

Publish Date
Language
English

Buy this book

Previews available in: English

Edition Availability
Cover of: Social, Casual and Mobile Games
Social, Casual and Mobile Games: The Changing Gaming Landscape
2017, Bloomsbury Publishing Plc
in English
Cover of: Social, casual and mobile games
Social, casual and mobile games: the changing gaming landscape
2016, Bloomsbury Academic
in English

Add another edition?

Book Details


Table of Contents

Machine generated contents note:
Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson & Tama Leaver (Curtin University, Australia)
Part I: The (New?) Gaming Landscape
Chapter 1 - Who Are the Casual Gamers?, Lina Eklund (Stockholm University, Sweden)Chapter 2 - Between Aliens, Hackers, and Birds: Non-Casual Mobile Games and Mobile Game Design, Brendan Keogh (RMIT University, Australia)Chapter 3 - Casual Gaming: The Changing Role of the Designer, Laureline Chiapello (University of Montréal, Canada)Chapter 4 - Discussions with Developers: Free2Play and the Changing Landscape of Games Development, Tom Phillips (CREATe/University of East Anglia, UK)Part II: Reasons to Play
Chapter 5 - The Sociality of Asynchronicity: Social Network Games and Family Bonding, Kelly Bourdreau & Mia Consalvo (Concordia University, Canada)Chapter 6 - The Rise of Affection Games: The Private Lives of Mobile Devices, Lindsay Grace (American University, USA)Chapter 7 - Mobile Games and Ambient Play, Larissa Hjorth (RMIT University, Australia) & Ingrid Richardson (Murdoch University, Australia)Chapter 8 - Affect and Social Value in Freemium Games, Fanny Ramirez (Rutgers University, USA)Part III: Locative Play
Chapter 9 - Riding in Cars with Strangers: A Comparative Analysis of Chinese and American Teamwork in Ingress, Stacy Blasiola, Miao Feng & Adrienne Massanari (University of Illinois at Chicago, USA)Chapter 10 - COMM [secure]: Locatedness and Pseudo-Anonymity While Playing Ingress, Erin Stark (Curtin University, Australia)Chapter 11 - Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor, Jamie Henthorn (Old Dominion University, USA)Chapter 12 - The De-Gamification of Foursquare?, Rowan Wilken (Swinburne University of Technology, Australia)Part IV: New Markets
Chapter 13 - Social Games and the Experience Economy, Mark Balnaves (University of Newcastle, Australia) & Gary Madden (Curtin University, Australia)Chapter 14 - Angry Birds as a Social Network Market, Tama Leaver (Curtin University, Australia)Chapter 15 - The Mobile Game Value Network, David Nieborg (University of Amsterdam, The Netherlands and MIT, USA)
Part V. Cheating, Gambling and Addiction
Chapter 16 - Gambling and Addiction? Social Casino Apps and Digital Media Practices, Cesar Albarrán-Torres (The University of Sydney, Australia)Chapter 17 - Cheating in Candy Crush Saga, Marcus Carter (The University of Melbourne, Australia) & Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) & Shira Chess (University of Georgia, USA)Bibliography
Index.

Edition Notes

Includes bibliographical references and index.

Published in
New York

Classifications

Dewey Decimal Class
794.8
Library of Congress
GV1469.15 .S63 2016, GV1469.15.S63 2016

The Physical Object

Pagination
pages cm

ID Numbers

Open Library
OL30398523M
Internet Archive
socialcasualmobi0000unse
ISBN 13
9781501310607, 9781501310584, 9781501310577
LCCN
2015029853

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

Lists

This work does not appear on any lists.

History

Download catalog record: RDF / JSON
July 15, 2022 Edited by ImportBot import existing book
December 25, 2021 Edited by ImportBot import existing book
September 21, 2020 Created by MARC Bot import new book