| 000 | 03693cam a2200361 i 4500 | ||
|---|---|---|---|
| 001 | ocn907965615 | ||
| 003 | OCoLC | ||
| 005 | 20251028093404.0 | ||
| 008 | 150424s2016 mdu b 001 0 eng | ||
| 010 | _a 2015014719 | ||
| 035 | _a(Sirsi) i9781442239529 | ||
| 040 |
_aDLC _erda _beng _cDLC _dYDX _dYDXCP _dBTCTA _dBDX _dOCLCF _dTTU _dSJ2 _dOCLCO _dVP@ _dOMB _dOVY _dOCLCO _dOKJ _dGTA _dVF$ |
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| 020 |
_a9781442239529 _qhardcover _qalkaline paper |
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| 020 |
_a1442239529 _qhardcover _qalkaline paper |
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| 020 |
_z9781442240001 _qelectronic book |
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| 035 | _a(OCoLC)907965615 | ||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aGV 1469.34 .P79 _bM33 2016 |
| 049 | _aVF$A | ||
| 100 | 1 |
_aMadigan, Jamie, _eauthor. |
|
| 245 | 1 | 0 |
_aGetting gamers : _bthe psychology of video games and their impact on the people who play them / _cJamie Madigan. |
| 264 | 1 |
_aLanham, Maryland : _bRowman & Littlefield, _c2016 |
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| 300 |
_axix, 299 pages ; _c24 cm |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aPart 1, Those who play : -- Why do perfectly normal people become raving lunatics online? -- Why do people cheat, hack, and peek at strategy guides? -- Why are fanboys and fangirls so ready for a fight? -- Why do we get nostalgic about good old games? -- Part 2, Those who make : -- How do games get us to keep score and compete? -- How do games get us to grind, complete side quests, and chase achievements? -- How do developers keep us so excited about new loot? -- Part 3, Those who sell : -- How do games make us feel immersed in imaginary worlds? -- Why do we go crazy for digital game sales? -- How do games and apps get you with in-game purchases? -- How do games keep players paying? -- How do games get players to market each other? -- Part 4, The games themselves : -- Do we shape our in-game avatars or do they shape us? -- Why do we like violent games so much? And should we be worried that we do? -- Do video games make you smarter? -- Conclusion: Where do psychology and video games go from here? | |
| 520 | _aVideo games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.--From publisher description. | ||
| 650 | 0 |
_aVideo games _xPsychological aspects. |
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| 994 |
_aC0 _bVF$ |
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| 999 |
_c136383 _d136383 |
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