A World of Excesses
Title | A World of Excesses PDF eBook |
Author | Faltin Karlsen |
Publisher | Routledge |
Pages | 260 |
Release | 2016-03-16 |
Genre | Social Science |
ISBN | 1317186214 |
This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.
ONLINE GAMING & ITS IMPACT ON SOCIETY
Title | ONLINE GAMING & ITS IMPACT ON SOCIETY PDF eBook |
Author | Hitesh Keserwani & Kapil Arora |
Publisher | Ashok Yakkaldevi |
Pages | 214 |
Release | 2022-05-02 |
Genre | Art |
ISBN | 1435776623 |
The history of internet in India The history of internet in India started with launch of internet services by VSNL on 15 August 1995, the 48th anniversary of Indian independence. They were able to add about 10,000 internet users within 6 months. However for the next 10 years internet experience in the country remained less attractive with narrow-band connections having speed less than 56 kbit/s (Dial-Up). In 2004, Government formulated its Broadband policy which defined the broadband as an always-on internet connection with download speed of 256 kbit/s or above. From 2005 onward the growth of broadband sector in the country attained acceleration, but remained below the growth estimates of government and related agencies due to the resource issues in last-mile access which depended on wired-line technologies predominantly. This bottleneck was removed in 2010 when government auctioned the 3G spectrum followed by an equally high profile auction of 4G spectrum that set the scene for a competitive and invigorated wireless broadband market. Now internet access in India is provided by both public and private companies using a variety of technologies and media including Dial-Up (PSTN), xDSL, Coaxial Cables, Ethernet, FTTH, ISDN, HSDPA (3G), WiFi, WiMAX etc. at a wide range of speeds and costs. The country has the world's third largest Internet users with over 121 million users (of whom 59% who only access the internet via mobile devices) as of December 2011.
Gamers
Title | Gamers PDF eBook |
Author | Garry Crawford |
Publisher | Routledge |
Pages | 313 |
Release | 2013-03 |
Genre | Computers |
ISBN | 113527505X |
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, communication, social exclusion and inclusion, and considers future directions in online gaming.
Games, Learning, and Society
Title | Games, Learning, and Society PDF eBook |
Author | Constance Steinkuehler |
Publisher | Cambridge University Press |
Pages | 489 |
Release | 2012-06-11 |
Genre | Computers |
ISBN | 052119623X |
Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.
Korea's Online Gaming Empire
Title | Korea's Online Gaming Empire PDF eBook |
Author | Dal Yong Jin |
Publisher | MIT Press |
Pages | 201 |
Release | 2010-10-01 |
Genre | Computers |
ISBN | 0262288966 |
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.
Community Series in the Consequences of COVID-19 on the Mental Health of Students - Volume II
Title | Community Series in the Consequences of COVID-19 on the Mental Health of Students - Volume II PDF eBook |
Author | Haibo Yang |
Publisher | Frontiers Media SA |
Pages | 445 |
Release | 2023-06-01 |
Genre | Medical |
ISBN | 2832524834 |
Handbook of Research on the Impact of Fandom in Society and Consumerism
Title | Handbook of Research on the Impact of Fandom in Society and Consumerism PDF eBook |
Author | Wang, Cheng Lu |
Publisher | IGI Global |
Pages | 605 |
Release | 2019-10-25 |
Genre | Business & Economics |
ISBN | 1799810496 |
Fans of specific sports teams, television series, and video games, to name a few, often create subcultures in which to discuss and celebrate their loyalty and enthusiasm for a particular object or person. Due to their strong emotional attachments, members of these fandoms are often quick to voluntarily invest their time, money, and energy into a related product or brand, thereby creating a group of faithful and passionate consumers that play a significant role in multiple domains of contemporary culture. The Handbook of Research on the Impact of Fandom in Society and Consumerism is an essential reference source that examines the cultural and economic effects of the fandom phenomenon through a multidisciplinary lens and shapes an understanding of the impact of fandom on brand building. Featuring coverage on a wide range of topics such as religiosity, cosplay, and event marketing, this publication is ideally designed for marketers, managers, advertisers, brand managers, consumer behavior analysts, product developers, psychologists, entertainment managers, event coordinators, political scientists, anthropologists, academicians, researchers, and students seeking current studies on the global impact of this particularly devoted community.