|
|
|
|
Leader |
LDR
|
|
cam i 00 |
Control # |
1
|
|
hbl99068185 |
Control # Id |
3
|
|
GCG |
Date |
5
|
|
20230918165003.0 |
Fixed Data |
8
|
|
150424s2015 mdu b 001 0 eng |
LC Card |
10
|
|
$a 2015014719 |
ISBN |
20
|
|
$a9781442239999 (cloth : alk. paper) |
ISBN |
20
|
|
$z9781442240001 (electronic) |
Obsolete |
39
|
|
$a297738$cTLC |
Cat. Source |
40
|
|
$aDLC$beng$cDLC$erda$dGCG |
Authen. Ctr. |
42
|
|
$apcc |
LC Call |
50
|
00 |
$aGV1469.34.P79$bM33 2015 |
Dewey Class |
82
|
00 |
$a794.8$223 |
ME:Pers Name |
100
|
1 |
$aMadigan, Jamie. |
Title |
245
|
10 |
$aGetting gamers :$bthe psychology of video games and their impact on the people who play them /$cJamie Madigan. |
Imprint |
260
|
|
$aLanham, Maryland :$bRowman & Littlefield,$c[2015] |
Phys Descrpt |
300
|
|
$axix, 299 pages ;$c24 cm |
Tag 336 |
336
|
|
$atext$btxt$2rdacontent |
Tag 337 |
337
|
|
$aunmediated$bn$2rdamedia |
Tag 338 |
338
|
|
$avolume$bnc$2rdacarrier |
Note:Bibliog |
504
|
|
$aIncludes bibliographical references and index. |
Note:Content |
505
|
0 |
$apt. 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? |
Subj:Topical |
650
|
0 |
$aVideo games$xPsychological aspects. |