Social networks, casual games and mobile devices: The shifting contexts of gamers and gaming
| Main Authors: | Willson, Michele, Leaver, Tama |
|---|---|
| Format: | Book Chapter |
| Published: |
Bloomsbury Academic
2016
|
| Online Access: | http://hdl.handle.net/20.500.11937/45108 |
Similar Items
Social, Casual and Mobile Games The Changing Gaming Landscape
by: Willson, Michele, et al.
Published: (2016)
by: Willson, Michele, et al.
Published: (2016)
Zynga’s FarmVille, social games, and the ethics of big data mining
by: Willson, Michele, et al.
Published: (2015)
by: Willson, Michele, et al.
Published: (2015)
Entering Farmville: Finding Value in Social Games
by: Balnaves, Mark, et al.
Published: (2012)
by: Balnaves, Mark, et al.
Published: (2012)
Facebook Social Games
by: Kinder-Kurlanda, K., et al.
Published: (2016)
by: Kinder-Kurlanda, K., et al.
Published: (2016)
Situating social games in the everyday: an Australian perspective
by: Willson, Michele
Published: (2015)
by: Willson, Michele
Published: (2015)
Social gamers’ everyday (in)visibility tactics: playing within programmed constraints
by: Willson, Michele, et al.
Published: (2019)
by: Willson, Michele, et al.
Published: (2019)
Social games as partial platforms for identity co-creation
by: Willson, Michele
Published: (2015)
by: Willson, Michele
Published: (2015)
Gamers' reasons for purchasing gaming virtual products: a systematic review
by: Huo, Shaohua, et al.
Published: (2023)
by: Huo, Shaohua, et al.
Published: (2023)
To play or not to play: How video games motivate gamers in Malaysia to play
by: Ng, Benedict Boon Yew
Published: (2023)
by: Ng, Benedict Boon Yew
Published: (2023)
Challenges and issues in team gamer loyalty for massively multiplayer online game
by: Abdullah, Lili Nurliyana, et al.
Published: (2024)
by: Abdullah, Lili Nurliyana, et al.
Published: (2024)
Future behavioural of console gamers and mobile gamers : Are they differ?
by: Syahrulanuar, Ngah, et al.
Published: (2024)
by: Syahrulanuar, Ngah, et al.
Published: (2024)
Introduction: Gaming (and) Disability
by: Ellis, Katie, et al.
Published: (2023)
by: Ellis, Katie, et al.
Published: (2023)
Playing the Game, or Not: Reframing Understandings of Children’s Digital Play
by: Magladry, Madison, et al.
Published: (2019)
by: Magladry, Madison, et al.
Published: (2019)
Influence of Playability on Perceived Game Software Quality: A Comparison Between Chinese and South Korean Gamers
by: Jiang, Jialei, et al.
Published: (2023)
by: Jiang, Jialei, et al.
Published: (2023)
Gamer teachers
by: Gibson, David, et al.
Published: (2007)
by: Gibson, David, et al.
Published: (2007)
n-Person Second-Order Games: a paradigm shift
in game theory
by: Larbani, Moussa, et al.
Published: (2011)
by: Larbani, Moussa, et al.
Published: (2011)
The Possibilities of Network Sociality
by: Willson, Michele
Published: (2010)
by: Willson, Michele
Published: (2010)
Mobile game for the elderly: Bundled Bingo Game
by: Chin, Yi Jia, et al.
Published: (2017)
by: Chin, Yi Jia, et al.
Published: (2017)
Angry Birds as a Social Network Market
by: Leaver, Tama
Published: (2016)
by: Leaver, Tama
Published: (2016)
Social games and game-based revenue models
by: Balnaves, Mark, et al.
Published: (2016)
by: Balnaves, Mark, et al.
Published: (2016)
The Ubiquity of Information Filtration
by: Leaver, Tama, et al.
Published: (2011)
by: Leaver, Tama, et al.
Published: (2011)
Habermas and the Net
by: Balnaves, Mark, et al.
Published: (2010)
by: Balnaves, Mark, et al.
Published: (2010)
Transparency and the ubiquity of information filtration?
by: Leaver, Tama, et al.
Published: (2012)
by: Leaver, Tama, et al.
Published: (2012)
The dark side of Massive Multiplayers Online Role’s Game (MMORPG) among Malaysian gamer addiction’s and aggressive behaviour: systematic literature review
by: Zaharim, Ziyad Afiq, et al.
Published: (2022)
by: Zaharim, Ziyad Afiq, et al.
Published: (2022)
Effects of game-product congruence on game-players’ brand attitude in mobile games: a review
by: Toh, Yuan Kai, et al.
Published: (2019)
by: Toh, Yuan Kai, et al.
Published: (2019)
Effects of game-product congruence on game-players' brand attitude in mobile games: a review
by: Toh, Yuan Kai, et al.
Published: (2019)
by: Toh, Yuan Kai, et al.
Published: (2019)
MEASURING VALUE IN THE VIDEO GAMES CONTEXT
by: Voulgaris, Aristeidis
Published: (2012)
by: Voulgaris, Aristeidis
Published: (2012)
Social phobia and motivations of gaming as predictors of internet gaming disorder
by: Kon, Jacqueline Jia Min, et al.
Published: (2019)
by: Kon, Jacqueline Jia Min, et al.
Published: (2019)
Detraction in game immersion experiences in social tabletop role-playing games
by: Wan Jaafar, Wan Munira, et al.
Published: (2022)
by: Wan Jaafar, Wan Munira, et al.
Published: (2022)
Anti-Social Gaming "Sakebi"
by: France, Calum
Published: (2017)
by: France, Calum
Published: (2017)
Questioning Algorithms and Agency: Facial Biometrics in Algorithmic Contexts
by: Willson, Michele
Published: (2020)
by: Willson, Michele
Published: (2020)
An Education in Facebook? Higher Education and the world's largest social network
by: Kent, Michael, et al.
Published: (2014)
by: Kent, Michael, et al.
Published: (2014)
Mobile learning and games in special education
by: Standen, Penny, et al.
Published: (2014)
by: Standen, Penny, et al.
Published: (2014)
Social Media
by: Leaver, Tama
Published: (2024)
by: Leaver, Tama
Published: (2024)
Casual Mapping as a Tool to Elicit Casual Ambiguity
by: Ackermann, Fran, et al.
Published: (2012)
by: Ackermann, Fran, et al.
Published: (2012)
Game targeting profitability factors based
on pareto principle and social networks
by: Regalado Sanchez, Raul
Published: (2017)
by: Regalado Sanchez, Raul
Published: (2017)
Playing with social and emotional game companions
by: Chowanda, Andry, et al.
Published: (2016)
by: Chowanda, Andry, et al.
Published: (2016)
Exploring user experience in game using heart rate device
by: Nazlena Mohamad Ali,, et al.
Published: (2012)
by: Nazlena Mohamad Ali,, et al.
Published: (2012)
Impact of social games in aggregating relationships in social capital through online social media network
by: Fang, Zhao, et al.
Published: (2023)
by: Fang, Zhao, et al.
Published: (2023)
Convergence, Connectivity, and the Case of Japanese Mobile Gaming
by: Chan, Dean
Published: (2008)
by: Chan, Dean
Published: (2008)
Similar Items
-
Social, Casual and Mobile Games The Changing Gaming Landscape
by: Willson, Michele, et al.
Published: (2016) -
Zynga’s FarmVille, social games, and the ethics of big data mining
by: Willson, Michele, et al.
Published: (2015) -
Entering Farmville: Finding Value in Social Games
by: Balnaves, Mark, et al.
Published: (2012) -
Facebook Social Games
by: Kinder-Kurlanda, K., et al.
Published: (2016) -
Situating social games in the everyday: an Australian perspective
by: Willson, Michele
Published: (2015)