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

Book Cover
Average Rating
Published
Tantor Media, Inc., 2019.
ISBN
9781977362681
Status
Available Online

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Physical Description
11h 26m 0s
Format
eAudiobook
Language
English

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Citations

APA Citation, 7th Edition (style guide)

Jamie Madigan., Jamie Madigan|AUTHOR., & Stephen Bel Davies|READER. (2019). Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them . Tantor Media, Inc..

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

Jamie Madigan, Jamie Madigan|AUTHOR and Stephen Bel Davies|READER. 2019. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them. Tantor Media, Inc.

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

Jamie Madigan, Jamie Madigan|AUTHOR and Stephen Bel Davies|READER. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them Tantor Media, Inc, 2019.

MLA Citation, 9th Edition (style guide)

Jamie Madigan, Jamie Madigan|AUTHOR, and Stephen Bel Davies|READER. Getting Gamers: The Psychology of Video Games and Their Impact On the People Who Play Them Tantor Media, Inc., 2019.

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 Update2024-04-24 04:20:03AM
Last Indexed2024-04-24 06:26:29AM

Book Cover Information

Image Sourcesyndetics
First LoadedJun 9, 2022
Last UsedApr 24, 2024

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    [synopsis] => Getting Gamers 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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