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Gamers


Gamers
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Korea S Online Gaming Empire


Korea S Online Gaming Empire
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Author : Dal Yong Jin
language : en
Publisher: MIT Press
Release Date : 2010-10-01

Korea S Online Gaming Empire written by Dal Yong Jin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-10-01 with Computers categories.


The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.



Progress In Computer Gaming And Esports Neurocognitive And Motor Perspectives


Progress In Computer Gaming And Esports Neurocognitive And Motor Perspectives
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Author : Mark J. Campbell
language : en
Publisher: Frontiers Media SA
Release Date : 2021-06-16

Progress In Computer Gaming And Esports Neurocognitive And Motor Perspectives written by Mark J. Campbell and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-16 with Science categories.




Games And Gaming


Games And Gaming
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Author : Larissa Hjorth
language : en
Publisher: Berg
Release Date : 2011-01-01

Games And Gaming written by Larissa Hjorth and has been published by Berg this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-01-01 with Social Science categories.


The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.



Gamers In The Library


Gamers In The Library
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Author : Eli Neiburger
language : en
Publisher: American Library Association
Release Date : 2007-07-16

Gamers In The Library written by Eli Neiburger and has been published by American Library Association this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-07-16 with Games & Activities categories.


Imagine: Teen and pre-teen boys, twenty-somethings, parents, and even younger kids streaming into the library. It's your library's monthly videogame tournament! Step boldly into a new arena of library programming with lifetime gamer and Ann Arbor's library technology manager, Eli Neiburger.As a leading expert on producing videogame tournaments and events, Neiburger explains why videogame programming holds huge potential for libraries. He offers the complete toolkit. Follow these practical and proven guidelines to get answers to all your questions - from convincing the skeptics to getting audience feedback through your blog.Learn how to serve this underserved audience and: gain familiarity with the basics of gaming culture, software, and hardware; understand how videogaming events fit into the library; learn what works and what doesn't from the experiences of the nation's leading expert; conduct a tournament in your library - including how to plan, set up, and run any size event; market the events, build an audience, and get feedback.Don't miss out on an entire generation of library users. With game-savvy librarians and this must-have resource, you'll soon be building a brand new audience of library-loyal videogame fans.



Critical Perspectives On Digital Culture And Gaming


Critical Perspectives On Digital Culture And Gaming
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Author : Erdem, M. Nur
language : en
Publisher: IGI Global
Release Date : 2025-07-25

Critical Perspectives On Digital Culture And Gaming written by Erdem, M. Nur and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-07-25 with Social Science categories.


Digital culture and gaming are central to contemporary life, influencing how people interact, communicate, and understand identity, power, and society. As these virtual spaces grow in complexity, they demand perspectives to examine their cultural, political, and economic implications. From issues of representation and inclusivity to the commodification and surveillance in gaming platforms, digital games represent broader societal issues. Exploring these aspects may reveal the structures that shape digital experiences and highlight the need for more critical, inclusive, and ethical approaches to gaming culture. Critical Perspectives on Digital Culture and Gaming explores the impact of digital technology on gaming development and culture. It examines gaming platforms and mobile technology affected by new developments in gender studies, media literacy, and intelligent technology. This book covers topics such as digital games, gender studies, and mobile platforms, and is a useful resource for business owners, computer engineers, game developers, academicians, researchers, and scientists.



Online Gaming In Context


Online Gaming In Context
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Author : Garry Crawford
language : en
Publisher: Routledge
Release Date : 2013-03-01

Online Gaming In Context written by Garry Crawford and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-03-01 with Games & Activities categories.


There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.



Gaming Lives In The Twenty First Century


Gaming Lives In The Twenty First Century
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Author : G. Hawisher
language : en
Publisher: Springer
Release Date : 2016-06-07

Gaming Lives In The Twenty First Century written by G. Hawisher and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-07 with Psychology categories.


This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.



Cognitive And Personality Variables In The Development Of Behavioral Addictions In Adolescence And Emerging Adulthood


Cognitive And Personality Variables In The Development Of Behavioral Addictions In Adolescence And Emerging Adulthood
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Author : Alessia Passanisi
language : en
Publisher: Frontiers Media SA
Release Date : 2022-05-03

Cognitive And Personality Variables In The Development Of Behavioral Addictions In Adolescence And Emerging Adulthood written by Alessia Passanisi and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-03 with Science categories.




The Kids Are Alright


The Kids Are Alright
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Author : John C. Beck
language : en
Publisher: Harvard Business Press
Release Date : 2006-11-01

The Kids Are Alright written by John C. Beck and has been published by Harvard Business Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-11-01 with Business & Economics categories.


Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.



Gaming


Gaming
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Author : Louise Hogan
language : en
Publisher:
Release Date : 2016

Gaming written by Louise Hogan and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Video gamers categories.


Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to consume other entertainment media. This is especially the case with online-based video games (Yee, 2006). As a result, video games can significantly affect intimate relationships. The first chapter of this book discusses implications of video games for a couple's emotional health. Chapter Two examines the existing literature on active gaming and physical activity, and addresses game design components that have the potential to impact psychological factors such as motivation, emotions and well-being that may promote or deter long-term game play and physical activity behavior. Chapter Three systematically summarises and evaluates the effectiveness of exergaming on fundamental movement skill competence among children and young adults. Chapter Four reviews some neuroimaging internet gaming disorder (IGD) studies and discusses the findings. The book concludes with a commentary on internet gaming disorders and its impact on the children who play.