Getting gamers: the psychology of video games and their impact on the people who play them
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Lanham
Rowman & Littlefield
[2016]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Part I: those who play -- Why do perfectly normal people become raving lunatics online ? -- Why do people cheat, hack, and peek at strategy guides ? -- Why are fanboys and fangirls so ready for a fight ? -- Why do we get nostalgie about good old games ? -- Part 2: those who make -- How do games get us to keep score and compete ? -- How do games get us to grind, complete side quests, and chase achievements ? -- How do developers keep us so excited about new loot ? -- Part 3: those who sell -- How do games make us feel immersed in imaginary worlds ? -- Why do we go crazy for digital game sales ? -- how do games and apps get you with in-game purchases ? -- how do games keep players paying ? -- Ho do games get players to market to each other ? -- Part 4: the games themselves -- Do we shape our in-game Avatars or do they shape us ? -- Why do we like violent games so much ? And Should we be worried that we do ? -- Do video games make you smarter ? -- Conclusion: where do psychology and video games go from here ? |
Beschreibung: | xix, 299 Seiten |
ISBN: | 1442239999 9781442239999 |
Internformat
MARC
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020 | |a 9781442239999 |c cloth : alk. paper |9 978-1-4422-3999-9 | ||
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245 | 1 | 0 | |a Getting gamers |b the psychology of video games and their impact on the people who play them |c Jamie Madigan |
264 | 1 | |a Lanham |b Rowman & Littlefield |c [2016] | |
300 | |a xix, 299 Seiten | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Part I: those who play -- Why do perfectly normal people become raving lunatics online ? -- Why do people cheat, hack, and peek at strategy guides ? -- Why are fanboys and fangirls so ready for a fight ? -- Why do we get nostalgie about good old games ? -- Part 2: those who make -- How do games get us to keep score and compete ? -- How do games get us to grind, complete side quests, and chase achievements ? -- How do developers keep us so excited about new loot ? -- Part 3: those who sell -- How do games make us feel immersed in imaginary worlds ? -- Why do we go crazy for digital game sales ? -- how do games and apps get you with in-game purchases ? -- how do games keep players paying ? -- Ho do games get players to market to each other ? -- Part 4: the games themselves -- Do we shape our in-game Avatars or do they shape us ? -- Why do we like violent games so much ? And Should we be worried that we do ? -- Do video games make you smarter ? -- Conclusion: where do psychology and video games go from here ? | ||
650 | 4 | |a Video games / Psychological aspects | |
650 | 7 | |a Video games / Psychological aspects |2 fast | |
650 | 4 | |a Psychologie | |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-1-4422-4000-1 |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth - ADAM Catalogue Enrichment |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028928341&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-028928341 |
Datensatz im Suchindex
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---|---|
adam_text |
CONTENTS
a
Acknowledgments ix-
Introduction xi
PART I: THOSE WHO PLAY
1 Why Do Perfectly Normal People Become Raving Lunatics
Online? 3
2 Why Do People Cheat, Hack, and Peek at Strategy Guides? 19
3 Why Are Fanboys and Fangirls So Ready for a Fight? 35
4 Why Do We Get Nostalgic about Good Old Games? 55
PART 2: THOSE WHO MAKE
5 How Do Games Get Us to Keep Score and Compete? 71
6 How Do Games Get Us to Grind, Complete Side Quests,
and Chase Achievements? 87
7 How Do Developers Keep Us So Excited about New Loot? 103
PART 3: THOSE WHO SELL
8 How Do Games Make Us Feel Immersed in Imaginary
Worlds? 119
9 Why Do We Go Crazy for Digital Game Sales? 137
10 How Do Games and Apps Get You with In-Game Purchases? 155
I I How Do Games Keep Players Paying? 177
12 How Do Games Get Players to Market to Each Other? 189
vii
viii
CONTENTS
PART 4: THE GAMES THEMSELVES
13 Do We Shape Our In-Game Avatars or Do They Shape Us? 209
14 Why Do We Like Violent Games So Much? And Should
We Be Worried That We Do? 223
15 Do Video Games Make You Smarter? 241
Conclusion: Where Do Psychology and Video Games Go from Here? 255
Notes 261
Bibliography 287
Index 297 |
any_adam_object | 1 |
author | Madigan, Jamie |
author_GND | (DE-588)1096516640 |
author_facet | Madigan, Jamie |
author_role | aut |
author_sort | Madigan, Jamie |
author_variant | j m jm |
building | Verbundindex |
bvnumber | BV043512185 |
classification_rvk | CV 3600 |
ctrlnum | (OCoLC)953142930 (DE-599)BVBBV043512185 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Psychologie |
format | Book |
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language | English |
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spelling | Madigan, Jamie (DE-588)1096516640 aut Getting gamers the psychology of video games and their impact on the people who play them Jamie Madigan Lanham Rowman & Littlefield [2016] xix, 299 Seiten txt rdacontent n rdamedia nc rdacarrier Part I: those who play -- Why do perfectly normal people become raving lunatics online ? -- Why do people cheat, hack, and peek at strategy guides ? -- Why are fanboys and fangirls so ready for a fight ? -- Why do we get nostalgie about good old games ? -- Part 2: those who make -- How do games get us to keep score and compete ? -- How do games get us to grind, complete side quests, and chase achievements ? -- How do developers keep us so excited about new loot ? -- Part 3: those who sell -- How do games make us feel immersed in imaginary worlds ? -- Why do we go crazy for digital game sales ? -- how do games and apps get you with in-game purchases ? -- how do games keep players paying ? -- Ho do games get players to market to each other ? -- Part 4: the games themselves -- Do we shape our in-game Avatars or do they shape us ? -- Why do we like violent games so much ? And Should we be worried that we do ? -- Do video games make you smarter ? -- Conclusion: where do psychology and video games go from here ? Video games / Psychological aspects Video games / Psychological aspects fast Psychologie Videospiel (DE-588)4063465-6 gnd rswk-swf Videospiel (DE-588)4063465-6 s DE-604 Erscheint auch als Online-Ausgabe 978-1-4422-4000-1 Digitalisierung UB Bayreuth - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028928341&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Madigan, Jamie Getting gamers the psychology of video games and their impact on the people who play them Video games / Psychological aspects Video games / Psychological aspects fast Psychologie Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4063465-6 |
title | Getting gamers the psychology of video games and their impact on the people who play them |
title_auth | Getting gamers the psychology of video games and their impact on the people who play them |
title_exact_search | Getting gamers the psychology of video games and their impact on the people who play them |
title_full | Getting gamers the psychology of video games and their impact on the people who play them Jamie Madigan |
title_fullStr | Getting gamers the psychology of video games and their impact on the people who play them Jamie Madigan |
title_full_unstemmed | Getting gamers the psychology of video games and their impact on the people who play them Jamie Madigan |
title_short | Getting gamers |
title_sort | getting gamers the psychology of video games and their impact on the people who play them |
title_sub | the psychology of video games and their impact on the people who play them |
topic | Video games / Psychological aspects Video games / Psychological aspects fast Psychologie Videospiel (DE-588)4063465-6 gnd |
topic_facet | Video games / Psychological aspects Psychologie Videospiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028928341&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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