Atjaunināt sīkdatņu piekrišanu

E-grāmata: Multiplayer Online Games: Origins, Players, and Social Dynamics

(University of Cincinnati, School of Information Technology, Ohio, USA)
  • Formāts: 178 pages
  • Izdošanas datums: 12-Feb-2018
  • Izdevniecība: Productivity Press
  • Valoda: eng
  • ISBN-13: 9781498767668
  • Formāts - PDF+DRM
  • Cena: 75,50 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Ielikt grozā
  • Pievienot vēlmju sarakstam
  • Šī e-grāmata paredzēta tikai personīgai lietošanai. E-grāmatas nav iespējams atgriezt un nauda par iegādātajām e-grāmatām netiek atmaksāta.
  • Formāts: 178 pages
  • Izdošanas datums: 12-Feb-2018
  • Izdevniecība: Productivity Press
  • Valoda: eng
  • ISBN-13: 9781498767668

DRM restrictions

  • Kopēšana (kopēt/ievietot):

    nav atļauts

  • Drukāšana:

    nav atļauts

  • Lietošana:

    Digitālo tiesību pārvaldība (Digital Rights Management (DRM))
    Izdevējs ir piegādājis šo grāmatu šifrētā veidā, kas nozīmē, ka jums ir jāinstalē bezmaksas programmatūra, lai to atbloķētu un lasītu. Lai lasītu šo e-grāmatu, jums ir jāizveido Adobe ID. Vairāk informācijas šeit. E-grāmatu var lasīt un lejupielādēt līdz 6 ierīcēm (vienam lietotājam ar vienu un to pašu Adobe ID).

    Nepieciešamā programmatūra
    Lai lasītu šo e-grāmatu mobilajā ierīcē (tālrunī vai planšetdatorā), jums būs jāinstalē šī bezmaksas lietotne: PocketBook Reader (iOS / Android)

    Lai lejupielādētu un lasītu šo e-grāmatu datorā vai Mac datorā, jums ir nepieciešamid Adobe Digital Editions (šī ir bezmaksas lietotne, kas īpaši izstrādāta e-grāmatām. Tā nav tas pats, kas Adobe Reader, kas, iespējams, jau ir jūsu datorā.)

    Jūs nevarat lasīt šo e-grāmatu, izmantojot Amazon Kindle.

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in todays information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.

Key Features:











Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods





Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives socially, culturally, technologically, and economically





Asks promising questions based on cutting-edge research in the field of online game design and development
Preface ix
Acknowledgments xi
Chapter 1 Introduction: Why Online Gaming Studies Now?
1(10)
1.1 Online Gaming as an Advanced Internet Application
2(2)
1.2 Online Gaming as an Integration of Entertainment and Social Networking
4(2)
1.3 Online Gaming as a Source of Potential Web-Based Community
6(1)
1.4 Structure of the Book
6(5)
Chapter 2 What are MOGs?
11(14)
2.1 Types of Online Gaming
11(7)
2.2 Origins and Evolution of Mogs
18(2)
2.3 Features of Mogs
20(2)
2.4 Globalization of Mogs
22(3)
Chapter 3 Who Plays Mogs?
25(28)
3.1 Types of Mog Players
26(4)
3.2 Characteristics of Mog Players
30(23)
3.2.1 Demographic Characteristics
30(1)
3.2.1.1 Age
30(1)
3.2.1.2 Gender
31(4)
3.2.1.3 Education/Occupation
35(1)
3.2.1.4 Nationality and Culture
36(1)
3.2.2 Psychosocial Characteristics
37(1)
3.2.2.1 Escapism
38(1)
3.2.2.2 Aggression
39(2)
3.2.2.3 Attachment/Belongingness
41(2)
3.2.3 Experiential Characteristics
43(1)
3.2.3.1 Interactivity
44(2)
3.2.3.2 Involvement
46(3)
3.2.3.3 Immersion
49(4)
Chapter 4 Social Dynamics of MOGs
53(28)
4.1 Presence
54(5)
4.2 Communication
59(8)
4.2.1 Computer-Mediated Communication
59(5)
4.2.2 Avatar-Mediated Communication
64(3)
4.3 Collaboration
67(4)
4.4 Conflict and Competition
71(5)
4.5 Community
76(5)
Chapter 5 Methodologies for the Study of MOGs
81(32)
5.1 Observation/Ethnography
82(1)
5.2 Surveys/Interviews
83(9)
5.3 Content and Discourse Analysis
92(6)
5.4 Experiments
98(4)
5.5 Network Analysis
102(5)
5.6 Case Studies
107(6)
Chapter 6 Electronic Sports: A Future Direction?
113(4)
6.1 Esports as Computer-Mediated "Sports"
114(1)
6.2 Esports as Competitive Computer Gaming
115(1)
6.3 Esports as a Spectatorship
115(2)
Chapter 7 Conclusion and Implications
117(12)
7.1 Implications For Cultural Studies
118(2)
7.2 Implications For Education
120(1)
7.3 Implications For Human--Computer Interaction (HCI) Research
121(2)
7.4 Implications For Information Science
123(6)
Glossary 129(4)
References 133(26)
Index 159
Guo Freeman is an Assistant Professor in Information Technology at the University of Cincinanti. Her.research interests, broadly construed, concern HCI (Human-Computer Interaction), CSCW (Computer-Supported Collaborative Work), and social computing. Specifically, she focuses on computer-mediated collaboration and computer-mediated interpersonal relationships, for example: how digital games affect interpersonal relationships and group behavior, and how to design and implement games that better afford and support such new forms of intimate and collaborative experiences.