Social, casual and mobile games : : the changing gaming landscape / / edited by Tama Leaver, Michele Willson
"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 peopl...
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Place / Publishing House: | New York : : Bloomsbury Academic,, 2016. |
Year of Publication: | 2016 |
Language: | English |
Physical Description: | 1 online resource (321 pages) :; illustrations |
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Social, casual and mobile games : the changing gaming landscape / edited by Tama Leaver, Michele Willson New York : Bloomsbury Academic, 2016. 1 online resource (321 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file rda Open Access unlimited online access star Also available in print form. English Includes bibliographical references and index. Machine generated contents note: -- Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson and 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 and 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) and 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 and 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) and 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) and Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) and Shira Chess (University of Georgia, USA)Bibliography -- Index. "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."-- Provided by publisher. "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"-- Provided by publisher. Mobile games. Print version: 9781501320194 Leaver, Tama, editor. Willson, Michele A., 1964- editor. |
language |
English |
format |
eBook |
author2 |
Leaver, Tama, Willson, Michele A., 1964- |
author_facet |
Leaver, Tama, Willson, Michele A., 1964- |
author2_variant |
t l tl m a w ma maw |
author2_role |
TeilnehmendeR TeilnehmendeR |
title |
Social, casual and mobile games : the changing gaming landscape / |
spellingShingle |
Social, casual and mobile games : the changing gaming landscape / Machine generated contents note: -- Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson and 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 and 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) and 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 and 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) and 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) and Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) and Shira Chess (University of Georgia, USA)Bibliography -- Index. |
title_sub |
the changing gaming landscape / |
title_full |
Social, casual and mobile games : the changing gaming landscape / edited by Tama Leaver, Michele Willson |
title_fullStr |
Social, casual and mobile games : the changing gaming landscape / edited by Tama Leaver, Michele Willson |
title_full_unstemmed |
Social, casual and mobile games : the changing gaming landscape / edited by Tama Leaver, Michele Willson |
title_auth |
Social, casual and mobile games : the changing gaming landscape / |
title_new |
Social, casual and mobile games : |
title_sort |
social, casual and mobile games : the changing gaming landscape / |
publisher |
Bloomsbury Academic, |
publishDate |
2016 |
physical |
1 online resource (321 pages) : illustrations Also available in print form. |
contents |
Machine generated contents note: -- Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson and 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 and 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) and 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 and 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) and 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) and Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) and Shira Chess (University of Georgia, USA)Bibliography -- Index. |
isbn |
1-5013-1059-3 1-5013-1057-7 9781501320194 |
callnumber-first |
G - Geography, Anthropology, Recreation |
callnumber-subject |
GV - Leisure and Recreation |
callnumber-label |
GV1469 |
callnumber-sort |
GV 41469.15 S63 42016 |
illustrated |
Not Illustrated |
dewey-hundreds |
700 - Arts & recreation |
dewey-tens |
790 - Sports, games & entertainment |
dewey-ones |
794 - Indoor games of skill |
dewey-full |
794.8 |
dewey-sort |
3794.8 |
dewey-raw |
794.8 |
dewey-search |
794.8 |
oclc_num |
936040925 |
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