Social, Casual and Mobile Games The Changing Gaming Landscape
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Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
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Willson, Michele (2015)While social games such as Zynga’s FarmVille are often positioned as poor gaming experiences or as disguised financial and data extraction processes (Bogost, 2010; Rossi, 2009), this paper considers social games instead ...
Chan, Dean (2008)The specificities of Japanese mobile telephony are g1vmg rise to new cultural economies of games production and engendering new paradigms of gameplay. These topical developments have considerable technosocial bearing and ...
Balnaves, Mark; Willson, Michele; Leaver, Tama (2012)Social games—games that operate within social network sites (SNS) and draw on a user’s social graph—are a rapidly growing phenomena. According to AppData’s facebook applications report, Zynga’s social game, Farmville, as ...