Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
1. An Introduction to Multiplayer Gaming Thorsten Quandt and Rachel Kowert? Part 1: Social Forms of Gaming ?2. Social (Media) Games: Social Network Play in the Age of Attention Economy Frans Mayra, Janne Paavilainen and Jaakko Stenros? 3. Identifying Social Forms of Flow in Multi-User Videogames Joceran Borderie and Nicolas Michinov? 4. Envisioning the Other: A Grounded Exploration of Social Roles in Digital Game Play Jasmien Vervacke, Frederick De Grove, and Jan Van Looy? Part 2: Online Gaming? 5. We Have Met the Brave New World and It Is Us: MMOGs as the Ultimate Dynamic Communication Lab and Incubator John L. Sherry, Andy Boyan, and Kendra Knight? 6. What is Still Social about MMORPGs? Casualization and its Consequences for Social Interactions Daniel Pietschmann, Benny Liebold, and Georg Valtin ?7. Do Multiplayer Features Influence the Financial Success of Video Games? Andre Marchand ?Part 3: Gender Issues in Gaming Communities? 8. Sexism in Video Games and the Gaming Community Jesse Fox and Wai Yen Tang ?9. Women are from FarmVille, Men are from ViceCity: The Cycle of Exclusion and Sexism in Video Game Content and Culture Rachel Kowert, Johannes Breuer, Ruth Festl, and Thorsten Quandt? 10. Playing with Power: The Uneven Playing Field, Female-Supportive Gaming Communities and their Role in Reshaping Play, across Gender Gabriela T. Richard? Part 4: Identification and Perception? 11. Prosocial and Antisocial Behavior in Electronic Games: Examining the Roles and Effects of Game Affordances, Player Values, and Character Identification Andrew Przybylski? 12. The Friends We Play With: An Exploration of the Friendship Networks of Video Game Players Frederik De Grove? Part 5: Games for Change? 13. The Key Features of Persuasive Games: A Model and Case Analysis Ruud S. Jacobs, Jeroen Jansz, and Teresa de la Hera Conde-Pumpido? 14. Resist the Dictatorship of Malygos on Coldarra Island! - Evidence of MMOG Culture in Taiwan’s Sunflower Social Movement Holin Lin and Chuen-Tsai Sun? 15. Between Drudgery and "Promesse du bonheur": Games and Gamification Mathias Fuchs? 16. Concluding Thoughts Thorsten Quandt and Rachel Kowert
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