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Glued to Games: How Video Games Draw Us In and Hold Us Spellbound (New Directions in Media) [Hardcover]

Scott Rigby , Richard Ryan
4.3 out of 5 stars  See all reviews (6 customer reviews)

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Book Description

February 18, 2011 New Directions in Media
With video game sales in the billions and strong opinions about their potential and their peril growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced review of the psychology of video game motivation and engagement, based on years of research with thousands of gamers. The book addresses both the positive and negative aspects of game play by drawing on significant recent studies and established motivational theory to explore the fundamental drivers of engagement, how games satisfy basic psychological needs, and how an understanding of these factors can be applied to controversial topics such as video game violence and game addiction.

Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding of the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

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Glued to Games: How Video Games Draw Us In and Hold Us Spellbound (New Directions in Media) + A Theory of Fun for Game Design + The Art of Game Design: A book of lenses
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Editorial Reviews

Review

"This accessible survey of the psychology of video games serves as a useful introduction. Summing Up: Recommended."

-

Choice



"As games mature, and the average age of gamers continues to rise, we can hope that game scholarship will evolve as well, and Glued to GameS≪/i> is a good step in that direction."

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videogamewriters.com

Book Description

Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it's no longer just teenagers that are hooked—audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive?


Product Details

  • Hardcover: 186 pages
  • Publisher: Praeger (February 18, 2011)
  • Language: English
  • ISBN-10: 0313362246
  • ISBN-13: 978-0313362248
  • Product Dimensions: 6.1 x 0.9 x 9.2 inches
  • Shipping Weight: 1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #542,317 in Books (See Top 100 in Books)

More About the Author

Scott is founder/president of Immersyve, Inc. (www.immersyve.com) and a veteran of both the ivory tower and interactive media development. After earning his doctorate in clinical psychology with a research emphasis on motivation, Scott spent eight years building Internet games and interactive content for Sony, Time Warner, and Viacom as well as online games based on major feature films such as AI:Artificial Intelligence, Red Planet, and Frequency before founding Immersyve in 2003. Scott was the host of several television shows in the NY region, including Your Internet Show and Metro Channel's Plugged In with Scott Rigby. His interactive work can also be seen as part of the "Explore the Universe" exhibit at the Smithsonian Institute in Washington, D.C.

In addition, Scott is the principle investigator on several grants awarded by the National Institutes of Health (NIH) looking at innovative ways to enhance learning and deepen motivation for healthy lifestyle change through virtual environments.

Scott has served on the faculty of the Game Developers Conference, the New York New Media Association, and been a contributing feature author on Gamasutra. His work on measuring the player experience has been featured by EGM as part of its "Future of Video Games" special edition (May, 2007), as well as being featured by ABC News and Scientific American.

Customer Reviews

4.3 out of 5 stars
(6)
4.3 out of 5 stars
Most Helpful Customer Reviews
7 of 7 people found the following review helpful
4.0 out of 5 stars Insightful, informative, surprising July 16, 2011
Format:Hardcover
The authors did a good job with this book. I like the fact they make a non-gamer reader feel included by explaining gaming-specific items rather than leaving the reader feel clueless. On this particular topic, I had scant knowledge before reading this book. To me, the very limited time I have on this earth means I am just not going to do some things. Long ago, I put video games in that box of what I am not going to do.

But like any choice, this one means I am giving up something. As games have greatly evolved since their early days (when I made that choice), that "something" has become fairly significant. Video games do offer benefits beyond what we non-gamers typically know about. And, of course, they have their drawbacks. The authors explore both of these areas, while explaining what makes video gaming so compelling to so many people.

The authors also explore the hyperbole, disinformation, and denials about game content. Some fascinating reading, there.

So if you're not a gamer, is this book a waste of time to read? I don't think so. For one thing, you probably know (and misunderstand) someone who spends a fair amount of time with video games. And video gaming is a multi-billion dollar industry. Its market goes well beyond the original demographic (school children), to include all ages and most walks of life.

Most of us are aware that the Space Program has produced benefits in mainstream society (Tang not withstanding). Gaming shares such a legacy.

For example, as I type this I am viewing the text on a monitor that incorporates features originally developed to improve the video game experience. I remember when a 16-bit video card was a big deal, too. The video card that drives this monitor's display runs on a special bus and has so many bits I can't remember them all. :)

So, extremely sharp display with no refresh issues or redraw ghosts. If not for gaming, neither this monitor nor this video card would exist.

None of this convinces me to get into gaming. I simply don't have the time, and I get the benefits (which the authors identify) via other means.

Some of the benefits touted by gaming advocates do not exist. The authors explore this and debunk some misconceptions. They also look at nontransferable skills gained in gaming. I was surprised that they didn't assess the brain plasticity related benefits that gaming probably produces.

While the authors, who are gamers themselves, do give an overall positive impression of gaming, they were careful not to dismiss its darker side out of hand. Nor do they use the "salesy" tactic of addressing objections or concerns with false arguments. Their approach seemed honest and genuine, and they backed their statements with research. This required, of course, acknowledgement of the addicts in the gaming world. They actually discussed a couple of case histories indepth.

I think it would be difficult to write a balanced book on this topic, but the authors fairly well pulled that off. I mean if you're not a gamer, then obviously you have a lower opinion of gaming than a gamer does.

And I think there's not much middle ground in terms of how people see gaming. The reason is similar to that of any "extreme" activity. You don't dally around with it. You're either committed, or you don't participate. Consider dance. I took dancing lessons and enjoyed the activity. But continuing forward would have been too much of a time commitment so I quit. I think gaming is like that.

I don't mean to say gamers have no life outside of gaming. That would be a false assertion, though there are gamers who fit that description. But then, you find fanatics in all kinds of hobbies and fields of interest. We all know at least one sports fan who seems to live for that particular sport or, as a spectator, a particular team.

The authors draw on their own experiences in game development and game playing, experiences of specific gamers, and a staggering amount of literature and research relevant to the topic. On this last item, fact-aholics will be happy to note that many of the sources are primary sources. As someone who is quick to shoot down ill-researched opinion posing as non-fiction, I believe the authors endeavored to make this book as accurate as possible.

The authors also chose a writing style that's conversational, yet authoritative. That's a good tone for this kind of work, in my opinion. It makes the book highly readable, without any "dumbing down" being evident.

A final observation about the writing. The trend in recent years has been to reduce publishing costs by cutting back on, or eliminating entirely, the proofreading process. This book does not appear to have suffered from that. The text is really clean. That, to me, scores big points.

So, that's my overall view of this book. I won't get into the details of what the authors conclude, because the most accurate way to understand the conclusions is to read the book.

This book consists of nine chapters occupying 173 pages, with the research notes presented as back notes at the end of each chapter. It also has a well-written introduction and an extensive index.
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1 of 1 people found the following review helpful
Format:Hardcover
I highly recommend this book to non-gamers and gamers alike. Given the ubiquity, influence and age/gender-agnostic nature of games today, I found it important - not to mention fascinating - to finally understand what really is going on behind games' unique ability to engage us.

The authors present a clear, compelling, scientifically supported perspective on why games engage people more potently and sustainably than practically any other aspect of our lives. The authors are PhD's in motivational psychology and uncover that successful games support intrinsic needs that all people have to feel competent, autonomous and relatedness with others. They debunk such myths as people play games simply because they are "fun" or because they seek opportunities for escape. Rather, they confirm that the density, consistency and immediacy of game experiences happen to be highly effective at delivering against and reinforcing those intrinsic needs.

My own experiences true up very well with the intrinsic motivational framework the authors have uncovered. My most motivating jobs, hobbies, entertainment experiences, and even personal relationships have all had strong alignment with the authors' framework. With that said, I was particularly interested in the chapter that looked more deeply at the role of gaming beyond entertainment. The next frontier could very well be leveraging game dynamics and mechanics to drive improvements in education, healthcare, personal finance, etc. The authors' research supports the high potential of that happening in a very big way.

Again, I highly recommend "Glued to Games." Very compelling and credible insights that are a result of digging deeply and methodically into the root drivers of successful games. The style of writing is also very accessible to any type of reader.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Great read, a lot of useful information April 3, 2012
Format:Kindle Edition|Amazon Verified Purchase
I was skeptical to drop money on this book since the only review, although positive, was from a self-proclaimed non-gamer. I picked up the sample on my Kindle Fire and was pleasantly surprised, so I bought the full book.

To give a little background, I AM a gamer and I work for a mobile video game developer. We recently got into the social/freemium market and, although our games have great ratings, we seem to be lacking in retention. This is where Glued to Games comes into play. I am just a little over halfway through the book and I already have a decent list of things that will help to improve our current game as well as our past/future titles.

Even if you don't make video games for a living, this book is fascinating from a psychological perspective. Ever wonder why some games, even simple ones, draw in users and get them hooked? This book explains it. I would recommend this to anyone trying to understand the relationship that games and gamers have.

On a final note, the authors are themselves gamers and give many examples of recent games that are good at hooking users. They also give real-world examples, for those who may have not played the games. Definitely a solid read for all types.
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