Online Gaming

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Gamers

Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Page : 313 pages
File Size : 54,7 Mb
Release : 2013-03
Category : Computers
ISBN : 9781135275051

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Gamers by Garry Crawford,Victoria K Gosling,Ben Light Pdf

"Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--

All about Online Gaming

Author : Jill Sherman
Publisher : Focus Readers
Page : 0 pages
File Size : 43,9 Mb
Release : 2017
Category : Juvenile Nonfiction
ISBN : 1635170699

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All about Online Gaming by Jill Sherman Pdf

Explores the fascinating world of online gaming, including what kind of games there are available, the pros and cons of online gaming, and the future of gaming.

Frequently Asked Questions About Online Gaming Addiction

Author : Holly Cefrey
Publisher : The Rosen Publishing Group, Inc
Page : 66 pages
File Size : 48,9 Mb
Release : 2010-01-15
Category : Juvenile Nonfiction
ISBN : 9781435835481

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Frequently Asked Questions About Online Gaming Addiction by Holly Cefrey Pdf

Discusses online gaming addiction, including its signs and symptoms, why it can be dangerous, and how to keep it under control.

Online Gaming and Playful Organization

Author : Harald Warmelink
Publisher : Routledge
Page : 230 pages
File Size : 49,7 Mb
Release : 2014-02-03
Category : Education
ISBN : 9781135040246

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Online Gaming and Playful Organization by Harald Warmelink Pdf

Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Innovation and Strategy of Online Games

Author : H. Wi Jong
Publisher : Imperial College Press
Page : 241 pages
File Size : 51,6 Mb
Release : 2009
Category : Technology & Engineering
ISBN : 9781848163577

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Innovation and Strategy of Online Games by H. Wi Jong Pdf

This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.

The Economics of Online Gaming

Author : Andrew Wagner
Publisher : Business Expert Press
Page : 147 pages
File Size : 43,9 Mb
Release : 2020-02-14
Category : Business & Economics
ISBN : 9781948580922

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The Economics of Online Gaming by Andrew Wagner Pdf

The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter.

Korea's Online Gaming Empire

Author : Dal Yong Jin
Publisher : MIT Press
Page : 201 pages
File Size : 48,5 Mb
Release : 2010-10-01
Category : Computers
ISBN : 9780262288965

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Korea's Online Gaming Empire by Dal Yong Jin Pdf

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Online Gaming: 12 Things You Need to Know

Author : Jill Roesler
Publisher : 12-Story Library
Page : 0 pages
File Size : 50,7 Mb
Release : 2016
Category : Juvenile Nonfiction
ISBN : 1632352222

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Online Gaming: 12 Things You Need to Know by Jill Roesler Pdf

This title provides 12 informative questions and answers about online identity and privacy.

Multiplayer Online Games

Author : Guo Freeman
Publisher : CRC Press
Page : 127 pages
File Size : 41,5 Mb
Release : 2018-02-12
Category : Computers
ISBN : 9781351649964

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Multiplayer Online Games by Guo Freeman Pdf

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 today’s 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

Play Between Worlds

Author : T. L. Taylor
Publisher : MIT Press
Page : 206 pages
File Size : 40,7 Mb
Release : 2009-02-13
Category : Computers
ISBN : 9780262250542

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Play Between Worlds by T. L. Taylor Pdf

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Internet Gaming Disorder

Author : Daniel King,Paul Delfabbro
Publisher : Academic Press
Page : 294 pages
File Size : 41,5 Mb
Release : 2018-07-18
Category : Psychology
ISBN : 9780128129258

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Internet Gaming Disorder by Daniel King,Paul Delfabbro Pdf

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

Mindful and Compassionate Solutions to Internet Gaming Addiction

Author : Dr. Bruce Killen
Publisher : Balboa Press
Page : 115 pages
File Size : 48,5 Mb
Release : 2020-01-08
Category : Self-Help
ISBN : 9781982240875

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Mindful and Compassionate Solutions to Internet Gaming Addiction by Dr. Bruce Killen Pdf

This concise, research-based, and tool-filled book gives you the information and skills you need as a parent, therapist, or gamer to overcome Internet gaming addiction. Dr. Bruce Killen draws on his decades of experience as a psychotherapist helping individuals overcome Internet gaming addiction to explain why people game and common problems associated with gaming. He also shares specific tools addicted individuals can use to conquer negative behaviors. Find out how to: • overcome challenges like depression, social anxiety, and family problems for yourself, loved ones, and/or clients; • recognize how an addiction to gaming affects individuals and their loved ones; • summon the courage to help a family member or client recognize a gaming addiction. Helping individuals addicted to gaming accept what is going on with gentleness and compassion is no easy task, but it can improve every area of someone’s life. Whether you are a therapist, family member, or someone addicted to Internet gaming, this book will provide you with tools to mindfully overcome addiction.

Financial Aspects of Internet Gaming

Author : United States. Congress. House. Committee on Financial Services. Subcommittee on Oversight and Investigations
Publisher : Unknown
Page : 204 pages
File Size : 42,6 Mb
Release : 2001
Category : Games & Activities
ISBN : PURD:32754073960464

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Financial Aspects of Internet Gaming by United States. Congress. House. Committee on Financial Services. Subcommittee on Oversight and Investigations Pdf

Gaming the Dynamics of Online Harassment

Author : Kevin Veale
Publisher : Springer Nature
Page : 168 pages
File Size : 40,9 Mb
Release : 2020-11-12
Category : Social Science
ISBN : 9783030604103

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Gaming the Dynamics of Online Harassment by Kevin Veale Pdf

This book argues that online harassment communities function as Alternate Reality Games (ARGs) where the collective goal is to ruin peoples’ lives. Framing these communities like ARGs highlights ways to limit their impact in the future, partly through offering people better ways to control their own safety online. The comparison also underlines the complicity of social networks in online harassment, since the communities use their designs as tools. Social networks know this, and need to work on minimizing the problem, or acknowledge that they are profiting through promoting abuse.

Gaming Cultures and Place in Asia-Pacific

Author : Larissa Hjorth,Dean Chan
Publisher : Routledge
Page : 314 pages
File Size : 54,8 Mb
Release : 2009-06-24
Category : Computers
ISBN : 9781135843175

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Gaming Cultures and Place in Asia-Pacific by Larissa Hjorth,Dean Chan Pdf

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.