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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spelling 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
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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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