Author: Sandra Danilovic
Publisher: Emerald Group Publishing
ISBN: 1800435967
Category : Medical
Languages : en
Pages : 129
Book Description
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Get in the Game
Author: Jonathan Stringfield
Publisher: John Wiley & Sons
ISBN: 1119855365
Category : Business & Economics
Languages : en
Pages : 262
Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Publisher: John Wiley & Sons
ISBN: 1119855365
Category : Business & Economics
Languages : en
Pages : 262
Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Gaming Democracy
Author: Adrienne L. Massanari
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
The Paradox of Transgression in Games
Author: Torill Mortensen
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Publisher: Routledge
ISBN: 1000049531
Category : Games & Activities
Languages : en
Pages : 213
Book Description
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Woke Gaming
Author: Kishonna L. Gray
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 321
Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Publisher: University of Washington Press
ISBN: 0295744197
Category : Social Science
Languages : en
Pages : 321
Book Description
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy’s Keep Me Occupied to Momo Pixel’s Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Twitch
Author: Mark R. Johnson
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Publisher: John Wiley & Sons
ISBN: 1509558608
Category : Computers
Languages : en
Pages : 152
Book Description
Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.
Dark Whisper
Author: Christine Feehan
Publisher: Penguin
ISBN: 059343918X
Category : Fiction
Languages : en
Pages : 449
Book Description
Embrace the seductive call of the latest novel in Christine Feehan’s #1 New York Times bestselling Carpathian series. Vasilisa Sidkorolyavolkva is a Lycan of royal blood. She knows what is expected of her, but all she wants is to be out from under her family’s watchful eyes. There is a fire inside her that is building. A restlessness coupled with a sense of growing dread. Every day she feels the weight of the legacy passed down through generations. The prophecy that says a man will come to claim her as his mate, and that she will guard his soul. She knows nothing about him except that he is hers. But nothing seems real until the night she meets him in the flesh.... Afanasiv Belan is a Carpathian, an ancient one. In all the centuries of his existence, no one has ever affected him like Vasilisa. He can see into her mind and feel what is in her heart. They are so alike, warriors bound by honor and plagued by secrets. They both know they must reveal the darkest parts of their souls if they hope to survive and protect the ones they love. But if they claim each other as lifemates, it will change them down to the bone. They will become something more—something feared by both of their kinds....
Publisher: Penguin
ISBN: 059343918X
Category : Fiction
Languages : en
Pages : 449
Book Description
Embrace the seductive call of the latest novel in Christine Feehan’s #1 New York Times bestselling Carpathian series. Vasilisa Sidkorolyavolkva is a Lycan of royal blood. She knows what is expected of her, but all she wants is to be out from under her family’s watchful eyes. There is a fire inside her that is building. A restlessness coupled with a sense of growing dread. Every day she feels the weight of the legacy passed down through generations. The prophecy that says a man will come to claim her as his mate, and that she will guard his soul. She knows nothing about him except that he is hers. But nothing seems real until the night she meets him in the flesh.... Afanasiv Belan is a Carpathian, an ancient one. In all the centuries of his existence, no one has ever affected him like Vasilisa. He can see into her mind and feel what is in her heart. They are so alike, warriors bound by honor and plagued by secrets. They both know they must reveal the darkest parts of their souls if they hope to survive and protect the ones they love. But if they claim each other as lifemates, it will change them down to the bone. They will become something more—something feared by both of their kinds....
Dark Memory
Author: Christine Feehan
Publisher: Penguin
ISBN: 0593638743
Category : Fiction
Languages : en
Pages : 433
Book Description
Experience a connection that defies death in this captivating novel in Christine Feehan’s #1 New York Times bestselling Carpathian series. Safia Meziane has trained since birth to protect her tribe, the family she holds so dear. All along she told herself the legends she was raised with were simply that. But now, she must call upon all of her skills to fight what lies ahead. Evil has come to their small town on the coast of Algeria, evil that Safia can feel but cannot see. She is terrified she will not be able to protect the ones she loves. As her family’s “chosen one,” she has always believed she would face this task alone—until her family reveals she has been promised to a warrior who will join her. An outsider. A Carpathian. . . . Petru Cioban is one of the oldest Carpathians in existence, and he has spent all that time without the soothing presence of his lifemate. For two thousand years he has waited for this woman to be reborn, only to find her in the sights of a monster he has fought before, a vampire risen again to finish a battle started centuries ago. Now, Petru must face his greatest enemy and his greatest shame. He has no hope that Safia will forgive his betrayal once the memories of her past life return to her. But he will not make the same mistake again, even if he has to sacrifice everything for the woman who has claimed his immortal soul.
Publisher: Penguin
ISBN: 0593638743
Category : Fiction
Languages : en
Pages : 433
Book Description
Experience a connection that defies death in this captivating novel in Christine Feehan’s #1 New York Times bestselling Carpathian series. Safia Meziane has trained since birth to protect her tribe, the family she holds so dear. All along she told herself the legends she was raised with were simply that. But now, she must call upon all of her skills to fight what lies ahead. Evil has come to their small town on the coast of Algeria, evil that Safia can feel but cannot see. She is terrified she will not be able to protect the ones she loves. As her family’s “chosen one,” she has always believed she would face this task alone—until her family reveals she has been promised to a warrior who will join her. An outsider. A Carpathian. . . . Petru Cioban is one of the oldest Carpathians in existence, and he has spent all that time without the soothing presence of his lifemate. For two thousand years he has waited for this woman to be reborn, only to find her in the sights of a monster he has fought before, a vampire risen again to finish a battle started centuries ago. Now, Petru must face his greatest enemy and his greatest shame. He has no hope that Safia will forgive his betrayal once the memories of her past life return to her. But he will not make the same mistake again, even if he has to sacrifice everything for the woman who has claimed his immortal soul.
Internet Gaming Disorder
Author: Daniel King
Publisher: Academic Press
ISBN: 0128129255
Category : Psychology
Languages : en
Pages : 296
Book Description
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies
Publisher: Academic Press
ISBN: 0128129255
Category : Psychology
Languages : en
Pages : 296
Book Description
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies