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|a UAMI
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4 |
|a The evolution and social impact of video game economics /
|c edited by Casey B. Hart.
|
264 |
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1 |
|a Lanham :
|b Lexington Books,
|c [2017]
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300 |
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|a 1 online resource (xiv, 166 pages)
|
336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Studies in New Media
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504 |
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|a Includes bibliographical references and index.
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505 |
0 |
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|a Introduction / Casey B. Hart -- "Show me the money!" : shifting fields of capital in the global game industry / Casey O'Donnell -- Nintendo's retro revolution : commodified nostalgia and the virtual console / Steve Cuff and Christopher Terry -- Business models, planned obsolescence, externalities : examining the virtual hand of the video game industry / Mark D. Cruea -- Prestige : a cyclical act for consumer control / Brent Kice -- Free-to-play? : considering the interaction of functional factors in video game design influencing the economic effectiveness of microtransactions / Casey B. Hart -- P(l)aying pretty : consuming fairy tales and device applications / Emma Whatman -- Playing with and against microtransactions : the discourses of microtransactions acceptance and rejection in mainstream video games / Jan Ovelch -- Smart players and happy consumers : effects of game characteristics and player emotional experiences on in-app ad responses / Hsuan-Yi Chou and Shaojung Sharon Wang -- Gold farming in China and in Western academia, journalism, and fiction / Bjarke Liboriussen -- About the editor and contributors.
|
520 |
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|a This book examines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
|
588 |
0 |
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|a Online resource; title from digital title page (viewed on December 01, 2017).
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Video games industry
|x History
|y 21st century.
|
650 |
|
6 |
|a Jeux vidéo
|x Industrie
|x Histoire
|y 21e siècle.
|
650 |
|
7 |
|a BUSINESS & ECONOMICS
|x Industries
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Video games industry
|2 fast
|
650 |
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7 |
|a Videospielemarkt
|2 gnd
|
650 |
|
7 |
|a Unterhaltungsindustrie
|2 gnd
|
650 |
|
7 |
|a Sozialer Wandel
|2 gnd
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648 |
|
7 |
|a 2000-2099
|2 fast
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655 |
|
0 |
|a Electronic books.
|
655 |
|
7 |
|a History
|2 fast
|
700 |
1 |
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|a Hart, Casey B.,
|e editor.
|
758 |
|
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|i has work:
|a The evolution and social impact of video game economics (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGyBHBryD9wFD8Qtf6Y3wC
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|t Evolution and social impact of video game economics.
|d Lanham : Lexington Books, [20177]
|z 9781498543415
|w (DLC) 2017024803
|
830 |
|
0 |
|a Studies in new media.
|
856 |
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|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=4921941
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