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, Maryland
Rowman & Littlefield
[2016]
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Schlagworte: | |
Beschreibung: | 299 pages 23 cm |
ISBN: | 9781538121337 1538121336 |
Internformat
MARC
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100 | 1 | |a Madigan, Jamie |e Verfasser |0 (DE-588)1096516640 |4 aut | |
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, Maryland |b Rowman & Littlefield |c [2016] | |
300 | |a 299 pages |c 23 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
505 | 8 | |a pt. 1. 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 nostalgic about good old games? -- pt. 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? -- pt. 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? ; How do games get players to market each other? -- pt. 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? | |
505 | 8 | |a 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 nostalgic about good old games? -- 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? -- 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? -- How do games get players to market to each other? -- 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? | |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
653 | 0 | |a Video games / Psychological aspects | |
653 | 0 | |a Video games / Psychological aspects | |
689 | 0 | 0 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | |5 DE-604 | |
999 | |a oai:aleph.bib-bvb.de:BVB01-032932277 |
Datensatz im Suchindex
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adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
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 | BV047556734 |
contents | pt. 1. 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 nostalgic about good old games? -- pt. 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? -- pt. 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? ; How do games get players to market each other? -- pt. 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? 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 nostalgic about good old games? -- 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? -- 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? -- How do games get players to market to each other? -- 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? |
ctrlnum | (OCoLC)953142930 (DE-599)BVBBV047556734 |
format | Book |
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illustrated | Not Illustrated |
index_date | 2024-07-03T18:26:06Z |
indexdate | 2024-07-10T09:14:35Z |
institution | BVB |
isbn | 9781538121337 1538121336 |
language | English |
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owner | DE-1049 |
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physical | 299 pages 23 cm |
publishDate | 2016 |
publishDateSearch | 2016 |
publishDateSort | 2016 |
publisher | Rowman & Littlefield |
record_format | marc |
spelling | Madigan, Jamie Verfasser (DE-588)1096516640 aut Getting gamers the psychology of video games and their impact on the people who play them Jamie Madigan Lanham, Maryland Rowman & Littlefield [2016] 299 pages 23 cm txt rdacontent n rdamedia nc rdacarrier pt. 1. 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 nostalgic about good old games? -- pt. 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? -- pt. 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? ; How do games get players to market each other? -- pt. 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? 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 nostalgic about good old games? -- 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? -- 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? -- How do games get players to market to each other? -- 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? Videospiel (DE-588)4063465-6 gnd rswk-swf Video games / Psychological aspects Videospiel (DE-588)4063465-6 s DE-604 |
spellingShingle | Madigan, Jamie Getting gamers the psychology of video games and their impact on the people who play them pt. 1. 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 nostalgic about good old games? -- pt. 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? -- pt. 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? ; How do games get players to market each other? -- pt. 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? 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 nostalgic about good old games? -- 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? -- 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? -- How do games get players to market to each other? -- 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? 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_exact_search_txtP | 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 | Videospiel (DE-588)4063465-6 gnd |
topic_facet | Videospiel |
work_keys_str_mv | AT madiganjamie gettinggamersthepsychologyofvideogamesandtheirimpactonthepeoplewhoplaythem |