Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them
(eBook)

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Average Rating
Published
Rowman & Littlefield Publishers, 2015.
Format
eBook
ISBN
9781442240001
Status
Available Online

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Language
English

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Citations

APA Citation, 7th Edition (style guide)

Jamie Madigan., & Jamie Madigan|AUTHOR. (2015). Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them . Rowman & Littlefield Publishers.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Jamie Madigan and Jamie Madigan|AUTHOR. 2015. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them. Rowman & Littlefield Publishers.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Jamie Madigan and Jamie Madigan|AUTHOR. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them Rowman & Littlefield Publishers, 2015.

MLA Citation, 9th Edition (style guide)

Jamie Madigan, and Jamie Madigan|AUTHOR. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them Rowman & Littlefield Publishers, 2015.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work ID94579463-3656-b8bc-3b54-30d46502244b-eng
Full titlegetting gamers the psychology of video games and their impact on the people who play them
Authormadigan jamie
Grouping Categorybook
Last Update2024-03-24 16:25:33PM
Last Indexed2024-05-04 03:20:24AM

Book Cover Information

Image Sourcehoopla
First LoadedJun 18, 2022
Last UsedMay 9, 2024

Hoopla Extract Information

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    [synopsis] => Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them.

With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
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