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In: Frontiers of Operational Research and Applied Systems Analysis, v. Vol. 3
In: Games and Play
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
In: Springer eBooks
In: Literature, Cultural and Media Studies
Written in 1974 Richard Duke's book 'Gaming: The Future's Language' has become a standard classic on Gaming and continues to be widely cited. In 2014 ISAGA the International Simulation and Gaming Association, founded by Richard D. Duke, celebrates its 45th anniversary. For the 40th anniversary celebration of the book Richard D. Duke has prepared this revised second printing of the original. Richard D. Duke ist emeritierter Professor der Universität Michigan und Gründer der International Simulation and Games Association (ISAGA).
First Nations Gaming In Canada examines the history of Aboriginal gaming and its role in indigenous political economy, the rise of large-scale casinos and cybergaming, the socio-ecological impact of problem gambling, and the challenges of labour unions and financial management.
In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing--a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.
In: Sociologie van de Uithof
In: International Conference on Simulation and Gaming 2