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Social, casual and mobile games : the changing gaming landscape /

"Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more peopl...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Leaver, Tama (Editor ), Willson, Michele A., 1964- (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : Bloomsbury Academic, 2016.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Social, casual and mobile games :  |b the changing gaming landscape /  |c edited by Tama Leaver, Michele Willson. 
264 1 |a New York :  |b Bloomsbury Academic,  |c 2016. 
300 |a 1 electronic resource (xviii, 297 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |2 rda 
504 |a Includes bibliographical references and index. 
520 |a "Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world"--  |c Provided by publisher. 
520 |a "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--  |c Provided by publisher. 
588 |a Description based on print version record; resource not viewed. 
505 0 0 |t Social networks, casual games and mobile devices: the shifting contexts of games and gaming /  |r Tama Leaver and Michele Willson --  |t The (new?) gaming landscape.  |t Who are the casual gamers? Gender tropes and tokenism in game culture /  |r Lina Eklund ;  |t Between aliens, hackers and birds: non-casual mobile games and casual game design /  |r Brendan Keogh ;  |t Casual gaming: the changing role of the designer /  |r Laureline Chiapello ;  |t Discussions with developers: F2P and the changing landscape of games business development /  |r Tom Phillips --  |t Reasons to play.  |t The sociality of asynchronous gameplay: social network games, dead-time and family bonding /  |r Kelly Boudreau and Mia Consalvo ;  |t Digital affection games: cultural lens and critical reflection /  |r Lindsay Grace ;  |t Mobile games and ambient play /  |r Larissa Hjorth and Ingrid Richardson ;  |t Affect and social value in freemium games /  |r Fanny Ramirez --  |t Locative play.  |t Riding in cars with strangers: a cross-cultural comparison of privacy and safety in Ingress /  |r Stacy Blasiola, Miao Feng and Adrienne Massanari ;  |t Playful places: uncovering hidden heritage in Ingress /  |r Erin Stark ;  |t Rewriting neighbourhoods: Zombies, Run! and the runner as rhetor /  |r Jamie Henthorn ;  |t The de-gamification of Foursquare? /  |r Rowan Wilken --  |t New markets.  |t Social games and game-based revenue models /  |r Mark Balnaves and Gary Madden ;  |t Angry Birds as a social network market /  |r Tama Leaver ;  |t From premium to freemium: the political economy of the app /  |r Davie Nieborg --  |t Cheating, gambling and addiction.  |t Social casino apps and digital media practices: new paradigms of consumption /  |r César Albarrán-Torres ;  |t Cheating in Candy Crush Saga /  |r Marcus Carter and Steffan Björn --  |t Afterword.  |t Reflections on the casual games market in a post-GamerGate world /  |r Adrienne Shaw and Shira Chess. 
546 |a English. 
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650 0 |a Mobile games. 
650 6 |a Jeux sur mobile. 
650 7 |a Media studies.  |2 bicssc 
650 7 |a Mobile phone technology.  |2 bicssc 
650 7 |a Hobbies, quizzes & games.  |2 bicssc 
650 7 |a GAMES / General.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE / Media Studies.  |2 bisacsh 
650 7 |a Mobile games.  |2 fast  |0 (OCoLC)fst01746368 
700 1 |a Leaver, Tama,  |e editor. 
700 1 |a Willson, Michele A.,  |d 1964-  |e editor. 
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