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ویرایش:
نویسندگان: Tama Leaver (editor). Michele Willson (editor)
سری:
ISBN (شابک) : 1501310607, 9781501310607
ناشر: Bloomsbury Academic
سال نشر: 2016
تعداد صفحات: 321
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 13 مگابایت
در صورت تبدیل فایل کتاب Social, Casual and Mobile Games: The Changing Gaming Landscape به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی های اجتماعی، گاه به گاه و موبایل: چشم انداز بازی در حال تغییر نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half-Title Title Imprints Dedication List of Illustrations Notes on Contributors Contents Acknowledgements 1 Social networks, casual games and mobile devices: The shifting contexts of gamers and gaming PART ONE The (new?) gaming landscape 2 Who are the casual gamers? Gender tropes and tokenism in game culture Growth of casual games Casual games and gamers Method and data Results Discussion Conclusions 3 Between aliens, hackers and birds: Non-casual mobile games and casual game design Paying attention to casual and mobile games Hackers and users The end of the universe Conclusion 4 Casual gaming: The changing role of the designer An epistemology of practice: Designers as a source of knowledge Methodology Frame analysis results: Two roles, the designer–gamer and the designer–agent Conclusion 5 Discussions with developers: F2P and the changing landscape of games business development PART TWO Reasons to play 6 The sociality of asynchronous gameplay: Social network games, dead-time and family bonding Introduction The design affordances and limitations of sociality in SNGs (Re)defining asynchronous gameplay and its impact on sociality Families, asynchronous gameplay and social bonding Conclusions 7 Digital affection games: Cultural lens and critical reflection The multiple histories of affection games Understanding affection games Categorizing affection games The cultural lenses of affection games Conclusion 8 Mobile games and ambient play Ambient places: Locating the mobile Co-presence, ambient intimacy and mobile play App ecology and ambient play Conclusions: Playing in the background of life 9 Affect and social value in freemium games The history of the freemium model Social games and the freemium model The mobilization of affect in freemium games Locating affect and positive feedback in Tap Fish Locating affect and positive feedback in Candy Crush Saga Affective and immaterial labour in Tap Fish Social value and viral marketing in Candy Crush Saga and Tap Fish Conclusion PART THREE Locative play 10 Riding in cars with strangers: A cross-cultural comparison of privacy and safety in Ingress Literature review Ingress: The ARG Method Findings Privacy: The art of spy craft Safety concerns Discussion Conclusion Acknowledgement 11 Playful places: Uncovering hidden heritage with Ingress Introduction Cultural heritage participation Ingress: Encountering heritage via playful mobility Heritage in Ingress Playing Ingress Conclusion 12 Rewriting neighbourhoods: Zombies, Run! and the runner as rhetor Introduction Review of literature Design and method Results Conclusions and implications 13 The de-gamification of Foursquare? Introduction Gamification and Foursquare The de-gamification of foursquare? From badges to ‘location and discovery’ Gamification and the discursive work of platforms Acknowledgement PART FOUR New markets 14 Social games and game-based revenue models Consoles and platforms The value chain and revenue models Revenue models Emerging Chinese markets Conclusion 15 Angry Birds as a social network market Social network markets Spreadability Paratexts User co-creativity Conclusion: Apps as platforms and social network markets 16 From premium to freemium: The political economy of the app Keep calm and follow the money The console segment The app economy Free-to-play (F2P) Conclusion PART FIVE Cheating, gambling and addiction 17 Social casino apps and digital media practices: New paradigms of consumption What is (was) gambling? Moral panics: Gam(bl)ing apps Consuming social casino apps: Risking ‘nothing’ everyday Conclusion: When social gaming and gambling markets collide 18 Cheating in Candy Crush Saga Cheating Research design Monetizing Candy Crush Cheating at Candy Crush Discussion and conclusion Afterword 19 Reflections on the casual games market in a post-GamerGate world Introduction: A rapidly shifting industry What is GamerGate? GamerGate as a gamer identity movement History of gamer The role of mobile, casual, social games in expanding the market The death of gamers? Index