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Home > Society and Social Sciences > Sociology and anthropology > Sociology > Sport and leisure > Multiplayer: The Social Aspects of Digital Gaming(Routledge Studies in European Communication Research and Education)
Multiplayer: The Social Aspects of Digital Gaming(Routledge Studies in European Communication Research and Education)

Multiplayer: The Social Aspects of Digital Gaming(Routledge Studies in European Communication Research and Education)


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About the Book

Experiences of captivity in Japanese-occupied Asia varied enormously. Some prisoners of war (POWs) were sent to work in Japan, others to toil on the 'Death Railway' between Burma and Thailand. Some camps had death rates below 1 per cent, others of over 20 per cent. While POWs were deployed far and wide as a captive labour force, civilian internees were generally detained locally. This book explores differences in how captivity was experienced between 1941 and 1945, and has been remembered since: differences due to geography and logistics, to policies and personalities, and marked by nationality, age, class, gender and combatant status. Part One has at least one chapter for each 'National Memory', Australian, British, Canadian, Dutch, Indian and American. Part Two moves on to forgotten captivities. It covers women, children, camp guards, internee experiences upon the end of the war, and local heroines who fought back. By juxtaposing such a wide variety of captivity experiences -- differentiated both by category of captive and by approach - this book transcends place, to become a collection about captivity as a category. It will interest scholars working on the Asia-Pacific War, on captivities in general, and on the individual histories of the countries and groups covered.

Table of Contents:
Section I: Social Aspects of Digital Gaming 1. Introduction: Multiplayer Gaming as Social Media Entertainment Thorsten Quandt and Sonja Kröger 2. Design Principles: Use and Misuse Richard A. Bartle 3. Multiplayer Gaming Around the World Thorsten Quandt, Vivian Chen, Jan Van Looy and Frans Mäyrä Section II: Social Interaction in Virtual Worlds 4. Methodology of Measuring Social Immersion in Online Role-playing Games: Exemplary Experimental Research on Social Interactions in Virtual Worlds Benny Liebold, Daniel Pietschmann, Georg Valtin and Peter Ohler 5. Happy Together? A Gender-comparative Study into Social Practices in Digital Gaming Jan Van Looy and Lotte Vermeulen 6. Player-Centered Game Design: Expectations and Perceptions of Social Interaction in RPG and FPS as Predictors of Rich Game Experience Christina Schumann 7. Analyzing AI in NPCs: An Analysis of Twelve Games Magnus Johansson, Björn Straat, Harko Verhagen and Henrik Warpefelt Section III: Online Gaming 8. Party Animal or Dinner for One: Are Online Gamers Socially Inept? Rachel V. Kowert and Julian A. Oldmeadow 9. "There Is No Place Like Home": The Potential of Commercial Online Gaming Platforms to Become Third Places Jeffrey Wimmer 10. It’s a Quest(ion) of Timing Torill Elvira Mortensen 11. Social Interaction Design in MMOs Nelson Zagalo and Aníbal Gonçalves Section IV: Co-located and Console Gaming 12. Get together: Console Playing as a Group Experience Sonja Kröger and Thorsten Quandt 13. Family and Games - Digital Game Playing in the Social Context of the Family Lina Eklund 14. Playing to Win?: Measuring the Correlation between Biometric Responses and Social Interaction in Co-located Social Gaming Steve Bromley, Pejman Mirza-Babaei, Graham McAllister and Jonathan Napier 15. Anything but Speechless – Face-to-Face-Communication during Co-located Gaming Judith Ackermann Section V: Risks and Challenges of Social Gaming 16. An Overview of Online Gaming Addiction Mark D. Griffiths 17. Living in a Virtual World? An Excessive Gamer Typology Emese Domahidi and Thorsten Quandt 18. Friendship Quality Matters for Multiplayer Gamers: The Role of Online and Real-life Friendship Quality in the Relationship between Game Addiction and Psychological Well-being in a Sample of Adolescent Online Gamers Antonius J. van Rooij, Tim M. Schoenmakers , Regina J.J.M. van den Eijnden, Ad A. Vermulst and Dike van de Mheen 19. Isolated Violence, Isolated Players, Isolated Aggression: The Social Realism of Experimental Research on Digital Games and Aggression Malte Elson and Johannes Breuer 20. Self-Discrepancy and MMORPGs: Testing the Moderating Effects of Avatar: Identification and Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois and Melanie De Vocht

About the Author :
Thorsten Quandt is a Professor of Communication Studies at the University of Münster. He is the founding chair of ECREA’s Temporary Working Group ‘Digital Games Research’. His research and teaching fields include online communication, media innovation research, digital games and online journalism. Sonja Kröger (M.A. in Education, Media Studies and German literature) works as a junior lecturer at the Institute of Communication Studies at the University of Hohenheim. Her research and teaching fields include media education, young children & media, and digital games with a focus on advertising.

Review :
"Recommended. Most levels/libraries." -- CHOICE, Jan 2009 Vol 46. No. 05 '...this collection is a useful contribution not just to the field of wartime Southeast Asia, but to the social history of war generally.' - BEATRICE TREFALT, Monash University, Japanese Studies 29/1


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Product Details
  • ISBN-13: 9781134092192
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Routledge
  • Language: English
  • Sub Title: The Social Aspects of Digital Gaming
  • ISBN-10: 1134092199
  • Publisher Date: 30 Oct 2013
  • Binding: Digital (delivered electronically)
  • Series Title: Routledge Studies in European Communication Research and Education


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