My Account Log in

6 options

Social, casual and mobile games : the changing gaming landscape / edited by Tama Leaver and Michele Willson.

Bloomsbury Open Access Available online

View online

DOAB Directory of Open Access Books Available online

View online

EBSCOhost Academic eBook Collection (North America) Available online

View online

EBSCOhost eBook Community College Collection Available online

View online

Ebook Central College Complete Available online

View online

OAPEN Available online

View online
Format:
Book
Contributor:
Leaver, Tama, editor.
Willson, Michele A., 1964- editor.
Language:
English
Subjects (All):
Mobile games.
Physical Description:
1 online resource (321 pages) : illustrations
Place of Publication:
New York : Bloomsbury Academic, 2016.
Language Note:
English
System Details:
text file
Summary:
"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."-- Provided by publisher.
"The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"-- Provided by publisher.
Contents:
Machine generated contents note:
Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson and Tama Leaver (Curtin University, Australia)
Part I: The (New?) Gaming Landscape
Chapter 1 - Who Are the Casual Gamers?, Lina Eklund (Stockholm University, Sweden)Chapter 2 - Between Aliens, Hackers, and Birds: Non-Casual Mobile Games and Mobile Game Design, Brendan Keogh (RMIT University, Australia)Chapter 3 - Casual Gaming: The Changing Role of the Designer, Laureline Chiapello (University of Montréal, Canada)Chapter 4 - Discussions with Developers: Free2Play and the Changing Landscape of Games Development, Tom Phillips (CREATe/University of East Anglia, UK)Part II: Reasons to Play
Chapter 5 - The Sociality of Asynchronicity: Social Network Games and Family Bonding, Kelly Bourdreau and Mia Consalvo (Concordia University, Canada)Chapter 6 - The Rise of Affection Games: The Private Lives of Mobile Devices, Lindsay Grace (American University, USA)Chapter 7 - Mobile Games and Ambient Play, Larissa Hjorth (RMIT University, Australia) and Ingrid Richardson (Murdoch University, Australia)Chapter 8 - Affect and Social Value in Freemium Games, Fanny Ramirez (Rutgers University, USA)Part III: Locative Play
Chapter 9 - Riding in Cars with Strangers: A Comparative Analysis of Chinese and American Teamwork in Ingress, Stacy Blasiola, Miao Feng and Adrienne Massanari (University of Illinois at Chicago, USA)Chapter 10 - COMM [secure]: Locatedness and Pseudo-Anonymity While Playing Ingress, Erin Stark (Curtin University, Australia)Chapter 11 - Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor, Jamie Henthorn (Old Dominion University, USA)Chapter 12 - The De-Gamification of Foursquare?, Rowan Wilken (Swinburne University of Technology, Australia)Part IV: New Markets
Chapter 13 - Social Games and the Experience Economy, Mark Balnaves (University of Newcastle, Australia) and Gary Madden (Curtin University, Australia)Chapter 14 - Angry Birds as a Social Network Market, Tama Leaver (Curtin University, Australia)Chapter 15 - The Mobile Game Value Network, David Nieborg (University of Amsterdam, The Netherlands and MIT, USA)
Part V. Cheating, Gambling and Addiction
Chapter 16 - Gambling and Addiction? Social Casino Apps and Digital Media Practices, Cesar Albarrán-Torres (The University of Sydney, Australia)Chapter 17 - Cheating in Candy Crush Saga, Marcus Carter (The University of Melbourne, Australia) and Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) and Shira Chess (University of Georgia, USA)Bibliography
Index.
Notes:
Includes bibliographical references and index.
Creative Commons. CC BY-NC 3.0. https://creativecommons.org/licenses/by-nc/3.0/
Other Format:
Print version:
ISBN:
9781501310591
1501310593
9781501310577
1501310577
OCLC:
936040925

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account