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Playing Video Games: Motives, Responses, and Consequences (Lea's Communication Series) Paperback – March 28, 2006

1 customer review
ISBN-13: 978-0805853223 ISBN-10: 0805853227

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Editorial Reviews


"...highly informative 400 page read....each chapter is packed full of juicy information that'll improve your debates concerning the virtues and pitfalls of gaming and beyond..."
CiN Weekly

"The collection is a veritable candy store for students of human behavior at all levels. Because it covers so many different facets of gaming, it will be appealing to man types of audiences....This volume will get anyone up to speed who wants familiarity with the field and will provide an excellent synthesis for experts in one area who would like to expand their conceptualization of the entire field."

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Product Details

  • Series: Routledge Communication Series
  • Paperback: 480 pages
  • Publisher: Routledge (March 28, 2006)
  • Language: English
  • ISBN-10: 0805853227
  • ISBN-13: 978-0805853223
  • Product Dimensions: 1.2 x 7 x 10 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #1,289,823 in Books (See Top 100 in Books)

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3 of 3 people found the following review helpful By W Boudville HALL OF FAMETOP 1000 REVIEWERVINE VOICE on December 1, 2009
Format: Paperback
How far video games have come since Pong and Space Invaders. The contributors to this book undertook serious analyses of current popular video games, some 25 or so years since those early games. The book is not about the technological aspects of how games are written. Though some chapters have brief explanations. Instead the focus here is on higher level issues.

These include asking what makes a game addictive; something which is certainly not of abstract academic interest. By now, the display resolutions are so fine, and the updating of the scenes so smooth that a player might be able to immerse himself into a virtual environment. A willing suspension of disbelief indeed! The emotions of a player are studied, as a clue to addiction.

Another aspect is the rise of Massive Multiplayer Online Games. These involve collaborative and competitive efforts between many human players, in an environment run on central servers that their machines login remotely to. The social mores of some MMOG universes are explored. On this topic, much more can probably be written than what the book only relatively briefly covers.
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Playing Video Games: Motives, Responses, and Consequences (Lea's Communication Series)
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