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دانلود کتاب Social, Casual and Mobile Games: The Changing Gaming Landscape

دانلود کتاب بازی های اجتماعی، گاه به گاه و موبایل: چشم انداز بازی در حال تغییر

Social, Casual and Mobile Games: The Changing Gaming Landscape

مشخصات کتاب

Social, Casual and Mobile Games: The Changing Gaming Landscape

ویرایش:  
نویسندگان:   
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 

قیمت کتاب (تومان) : 64,000



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فهرست مطالب

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




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