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Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF Author: Michele Willson
Publisher: Bloomsbury Publishing USA
ISBN: 150132019X
Category : Games & Activities
Languages : en
Pages : 319

Book Description
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF Author: Michele Willson
Publisher: Bloomsbury Academic
ISBN: 9781501310607
Category : Games & Activities
Languages : en
Pages : 0

Book Description
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.

Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF Author: Michele Willson
Publisher: Bloomsbury Publishing USA
ISBN: 150132019X
Category : Games & Activities
Languages : en
Pages : 319

Book Description
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

Gaming in Social, Locative and Mobile Media

Gaming in Social, Locative and Mobile Media PDF Author: L. Hjorth
Publisher: Springer
ISBN: 1137301422
Category : Social Science
Languages : en
Pages : 247

Book Description
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

The Social Gaming Handbook - Everything You Need to Know about Social Gaming

The Social Gaming Handbook - Everything You Need to Know about Social Gaming PDF Author: Emily Smith
Publisher: Tebbo
ISBN: 9781743041383
Category : Internet games
Languages : en
Pages : 0

Book Description
Social Casual Games are browser based casual games that have social network integration or elements. Social casual games evolved somewhat independently from two sources: Casual games which added social network integration and social networks which added casual game support. A social casual game may or may not have a multiplayer aspect to it. Social Casual games are continuing to grow their audience with Zynga's FarmVille approaching 80 million monthly active users as of March 2010. This book is your ultimate resource for Social Gaming. Here you will find the most up-to-date information, photos, and much more. In easy to read chapters, with extensive references and links to get you to know all there is to know about Social Gaming right away: Social casual games, Battle Punks, CityVille, Dawn of the Dragons (video game), Empire Avenue, Farm Town, Farmerama, FarmVille, FishVille, Friends for Sale, Gbanga, Mafia Wars, MMA Pro Fighter, Mob Wars, My Empire, Ranch Rush 2, Ravenwood Fair, Realm of Empires, Smeet, Top Eleven Football Manager, Winning Goal, YoVille (game), ZooMumba Contains selected content from the highest rated entries, typeset, printed and shipped, combining the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission.

Gaming Sexism

Gaming Sexism PDF Author: Amanda C. Cote
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274

Book Description
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

A Casual Revolution

A Casual Revolution PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261

Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Mobile Gaming in Asia

Mobile Gaming in Asia PDF Author: Dal Yong Jin
Publisher: Springer
ISBN: 9402408266
Category : Language Arts & Disciplines
Languages : en
Pages : 245

Book Description
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Casual Play, Hardcore Community

Casual Play, Hardcore Community PDF Author: Jessie Marchessault
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Book Description
This thesis explores the social and spatial dynamics of two major Location-Based Mobile Games communities in Montréal. By conducting interviews and play sessions with fifteen active members of the local Ingress (Niantic, 2012) and Pokémon Go (Niantic, 2016) player communities, I identify that the social ecosystems that have developed around both games have generated forms of play that extend far beyond the limits of the games themselves. In the first chapter, I draw from Celia Pearce's understanding of 'communities of play' and T.L. Taylor's notion of 'power gaming' to posit that Location-based games communities and their social practices exist somewhere between those found in MMOGs and those found in Social Games. Further, as players are often involved in moderation, research, and organizational activities, I found that interviewees' engagement with their game of choice means that the typical boundaries between labour and play sometimes disintegrate entirely. Accordingly, I explore the emergent theme of cheating, highlighting how each community perceives, negotiates punishes forms of rule-breaking within their social spheres. As locative gameplay takes place within both the realm of the physical and digital, it can be thought of as having simultaneous modalities of presence. Accordingly, the second chapter investigates how co-presence in locative play can generate tensions between players and non-players in the 'real world' and explores how spatial awareness of local play areas transforms through a process of mental mapping. Moreover, spatial experience often correlates with either habitual (everyday) play habits or situational (event-based) instances of play. Like many other games' communities, the social and spatial ecosystems of Ingress and Pokémon Go are "messy, contested and constantly under negotiation" (Taylor, 153); yet conducting a qualitative analysis around active players within these communities has helped provided a research framework for a more nuanced understanding of how localized micro-communities operate, coordinate and experience locative play.

Games User Research

Games User Research PDF Author: Anders Drachen
Publisher: Oxford University Press
ISBN: 0198794843
Category : Computers
Languages : en
Pages : 549

Book Description
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Mobile & Social Game Design, 2nd Edition

Mobile & Social Game Design, 2nd Edition PDF Author: Tim Fields
Publisher:
ISBN:
Category :
Languages : en
Pages : 236

Book Description
Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book's many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract-and Retain-Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game's overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.