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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. 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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"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"-- "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--
Mobile games --- Jeux sur mobile --- Mobile games. --- Games --- Social science --- General. --- Media Studies.
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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."-- "The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"--
Games --- Mobile games. --- Computer games --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Recreation --- Video games
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In the first book-length examination of Instagram, Tama Leaver, Tim Highfield and Crystal Abidin trace how this quintessential mobile photography app has developed as a platform and a culture. They consider aspects such as the new visual social media aesthetics, the rise of Influencers and new visual economies, and the complex politics of the platform as well as examining how Instagram's users change their use of the platform over time and respond to evolving features. The book highlights the different ways Instagram is used by subcultural groups around the world, and how museums, restaurants and public spaces are striving to be 'Insta-worthy'. Far from just capturing milestones and moments, the authors argue that Instagram has altered the ways people communicate and share, while also creating new approaches to marketing, advertising, politics and the design of spaces and venues
Online social networks --- Photography --- Computer file sharing --- Digital techniques --- Social aspects --- Instagram (Firm) --- Online social networks. --- Computer file sharing. --- Social aspects. --- Mass communications --- visual culture --- #SBIB:309H103 --- #SBIB:309H040 --- #SBIB:309H1713 --- Computer files --- Digital file sharing --- Electronic file sharing --- File sharing, Computer --- P2P file sharing --- Peer-to-peer file sharing --- Sharing, Computer file --- Peer-to-peer architecture (Computer networks) --- Electronic social networks --- Social networking Web sites --- Virtual communities --- Social media --- Social networks --- Sociotechnical systems --- Web sites --- Digital techniques&delete& --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Populaire cultuur algemeen --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Sharing --- Populaire cultuur algemeen. --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten. --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...). --- Instagram (Firm). --- Photography - Digital techniques - Social aspects --- Communities, Online (Online social networks) --- Communities, Virtual (Online social networks) --- Online communities (Online social networks)
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"This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community. Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples. A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies"--
People with disabilities. --- Electronic games. --- Digital media. --- Video games.
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Mass media and children --- Digital media --- Social aspects
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