Author:
Madigan, Jamie.
Imprint:Lanham, Maryland : Rowman & Littlefield, [2015]
Descriptionxix, 299 pages ; 24 cm
Note:pt. 1. Those who play : Why do perfectly normal people become raving lunatics online? ; Why do people cheat, hack, and peek at strategy guides? ; Why are fanboys and fangirls so ready for a fight? ; Why do we get nostalgic about good old games? -- pt. 2. Those who make : How do games get us to keep score and compete? ; How do games get us to grind, complete side quests, and chase achievements? ; How do developers keep us so excited about new loot? -- pt. 3. Those who sell : How do games make us feel immersed in imaginary worlds? ; Why do we go crazy for digital game sales? ; How do games and apps get you with in-game purchases? ; How do games keep players paying? ; How do games get players to market each other? -- pt. 4. The games themselves : Do we shape our in-game avatars or do they shape us? ; Why do we like violent games so much? And should we be worried that we do? ; Do video games make you smarter? -- Conclusion: Where do psychology and video games go from here?
Bibliography Note:Includes bibliographical references and index.