Getting gamers : the psychology of video games and their impact on the people who play them
著者
書誌事項
Getting gamers : the psychology of video games and their impact on the people who play them
Rowman & Littlefield, c2016
- : cloth
- : pbk
大学図書館所蔵 全4件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references (p. 287-296) and index
内容説明・目次
内容説明
Video 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.
目次
Introduction
1: Why Do Perfectly Normal People Become Raving Lunatics Online?
2: Why Do People Cheat, Hack, and Peek at Strategy Guides?
3: Why Are Fanboys and Fangirls So Ready for a Fight?
4: Why Do We Get Nostalgic About Good Old Games?
5: How Do Games Get Us to Keep Score and Compete?
6: How Do Games Get Us to Grind, Complete Side Quests, and Chase Achievements?
7: How Do Developers Keep Us So Excited About New Loot?
8: How Do Games Make Us Feel Immersed in Imaginary Worlds?
9: Why Do We Go Crazy for Digital Game Sales?
10: How Do Facebook Games and Smartphone Apps Get You With In-Game Purchases?
11: How Do Games Keep Players Paying?
12: How Do Games Get Players to Market to Each Other?
13: Do We Shape Our In-Game Avatars or Do They Shape Us?
14: Why Do We Like Violent Games So Much? And Should We Be Worried That We Do?
15: Do Video Games Make You Smarter?
Outroduction: Where Do Psychology and Video Games Go From Here?
「Nielsen BookData」 より