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Multiplayer: The Social Aspects of Digital Gaming [Hardback]

Edited by , Edited by (University of Münster)
  • Formāts: Hardback, 272 pages, height x width: 234x156 mm, weight: 521 g, 32 Tables, black and white; 13 Line drawings, black and white; 5 Halftones, black and white
  • Sērija : Routledge Studies in European Communication Research and Education
  • Izdošanas datums: 01-Nov-2013
  • Izdevniecība: Routledge
  • ISBN-10: 0415828856
  • ISBN-13: 9780415828857
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  • Hardback
  • Cena: 191,26 €
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  • Bibliotēkām
  • Formāts: Hardback, 272 pages, height x width: 234x156 mm, weight: 521 g, 32 Tables, black and white; 13 Line drawings, black and white; 5 Halftones, black and white
  • Sērija : Routledge Studies in European Communication Research and Education
  • Izdošanas datums: 01-Nov-2013
  • Izdevniecība: Routledge
  • ISBN-10: 0415828856
  • ISBN-13: 9780415828857
Citas grāmatas par šo tēmu:
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.

With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.

Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.

The book is divided into five sections that explore the following areas:











Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming

This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Recenzijas

'This volume is clearly intended to bring modern sociological methodologies to bear in a relatively rigorous manner on material at a meta level. Recommendations for further study are included. Summing Up: Recommended.' - CHOICE

Multiplayer offers a deep and sustained investigation of how we play digital games together. Exploring online as well as co-located play, this thought provoking book gathers together recent theoretical advancements, qualitative and quantitative empirical research, and reviews of the latest literature on how we are social in digital games. If you study multiplayer games or want to investigate how we play games with other people, this book is essential reading.

Mia Consalvo, Canada Research Chair in Game Studies & Design, Concordia University

For too long gaming has been considered from the perspective of an isolated, culturally deviant perspective. Multiplayer analyzes gaming in the social universe in which it very often exists. Compiling reports from leading experts in the field, Multiplayer breaks new ground in our understanding gaming as part of our culture and part of the social world of those who play games. Quandt and Kröger have produced a book that will change the way academics look at gaming and behavior.

Chris Ferguson, Associate Professor and Department Chair of Psychology, Stetson University

This volume's innovative scholarship on social dimensions of the video game landscape, presented by a mix of bright new faces and longstanding research stalwarts, adds new energy to a well-trodden research area. With novel findings and fresh conceptualizations, Multiplayer stretches the boundaries of video game research in exciting ways. This is a recommended read for anyone in social science looking to see the newest directions in research on the quickly-evolving video game medium.'

James D. Ivory, Associate Professor, Department of Communication, Virginia Tech

List of Figures
x
List of Tables
xi
Acknowledgments xiii
List of Contributors
xiv
Part I Social Aspects of Digital Gaming
1(46)
1 Introduction: Multiplayer Gaming as Social Media Entertainment
3(7)
Thorsten Quandt
Sonja Kroger
2 Design Principles: Use and Misuse
10(13)
Richard A. Bartle
3 (Multiplayer) Gaming Around the Globe? A Comparison of Gamer Surveys in Four Countries
23(24)
Thorsten Quandt
Vivian Chen
Frans Mayra
Jan Van Looy
Part II Social Interaction in Virtual Worlds
47(50)
4 Methodology of Measuring Social Immersion in Online Role-Playing Games: Exemplary Experimental Research on Social Interactions in Virtual Worlds
49(9)
Georg Valtin
Daniel Pietschmann
Benny Liebold
Peter Ohler
5 Happy Together? A Gender-Comparative Study into Social Practices in Digital Gaming
58(12)
Lotte Vermeulen
Jan Van Looy
6 Player-Centered Game Design: Expectations and Perceptions of Social Interaction in RPGs and FPSs as Predictors of Rich Game Experience
70(15)
Christina Schumann
7 Analyzing AI in NPCs: An Analysis of Twelve Games
85(12)
Magnus Johansson
Bjorn Straat
Henrik Warpefelt
Harko Verhagen
Part III Online Gaming
97(48)
8 Party Animal or Dinner for One: Are Online Gamers Socially Inept?
99(12)
Rachel Kowert
Julian A. Oldmeadow
9 "There Is No Place Like Home": The Potential of Commercial Online Gaming Platforms to Become Third Places
111(13)
Jeffrey Wimmer
10 It's a Quest(ion) of Timing
124(10)
Torill Elvira Mortensen
11 Social Interaction Design in MMOs
134(11)
Nelson Zagalo
Anibal Goncalves
Part IV Co-Located and Console Gaming
145(48)
12 Get Together: Console Playing as a Group Experience
147(15)
Sonja Kroger
Thorsten Quandt
13 Family and Games: Digital Game Playing in the Social Context of the Family
162(10)
Lina Eklund
14 Playing to Win? Measuring the Correlation Between Biometric Responses and Social Interaction in Co-Located Social Gaming
172(11)
Steve Bromley
Pejman Mirza-Babaei
Graham Mcallister
Jonathan Napier
15 Anything But Speechless: Face-to-Face-Communication During Co-Located Gaming
183(10)
Judith Ackermann
Part V Risks and Challenges of Social Gaming
193(50)
16 An Overview of Online Gaming Addiction
195(7)
Mark D. Griffiths
17 Living in a Virtual World? An Excessive Gamer Typology
202(11)
Emese Domahidi
Thorsten Quandt
18 Friendship Quality Matters for Multiplayer Gamers: The Role of Online and Real-Life Friendship Quality in the Relationship Between Game Addiction and Psychological Well-Being in a Sample of Adolescent
213(13)
Antonius J. Van Rooij
Tim M. Schoenmakers
Regina J.J.M. Van Den Eijnden
A. Vermulst
Dike Van De Mheen
19 Isolated Violence, Isolated Players, Isolated Aggression: The Social Realism of Experimental Research on Digital Games and Aggression
226(8)
Malte Elson
Johannes Breuer
20 Self-Discrepancy and MMORPGs: Testing the Moderating Effects of Avatar Identification and Pathological Gaming in World of Warcraft
234(9)
Jan Van Looy
Cedric Courtois
Melanie De Vocht
Index 243
Thorsten Quandt is a Professor of Communication Studies at the University of Münster. He is the founding chair of ECREAs Temporary Working Group Digital Games Research. His research and teaching fields include online communication, media innovation research, digital games and online journalism.



Sonja Kröger (M.A. in Education, Media Studies and German literature) works as a junior lecturer at the Institute of Communication Studies at the University of Hohenheim. Her research and teaching fields include media education, young children & media, and digital games with a focus on advertising.