Record ID | marc_columbia/Columbia-extract-20221130-026.mrc:143418330:3989 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-026.mrc:143418330:3989?format=raw |
LEADER: 03989cam a2200637 i 4500
001 12996705
005 20220528225638.0
006 m o d
007 cr |||||||||||
008 171024s2017 mdu ob 001 0 eng
010 $a 2017050912
035 $a(OCoLC)on1008762397
035 $a(NNC)12996705
040 $aDLC$beng$erda$epn$cDLC$dN$T$dIDEBK$dYDX$dEBLCP$dOCLCF$dOCLCO$dYDX$dOCLCO$dOCL$dZCU$dOCLCQ$dTKN$dBRX$dAU@$dUKAHL$dDLC$dOCLCO$dOCLCA$dOCLCQ$dUKMGB$dOCLCQ$dOCLCO$dOCLCQ$dOCLCO
015 $aGBB7C8380$2bnb
015 $aGBB7C4261$2bnb
016 7 $a018438311$2Uk
016 7 $a018431095$2Uk
019 $a992167501$a994127679$a994420033$a1100933407
020 $a9781498543422$q(electronic book)
020 $a1498543421$q(electronic book)
020 $z9781498543415$q(hardcover)
020 $z1498543413$q(hardcover)
035 $a(OCoLC)1008762397$z(OCoLC)992167501$z(OCoLC)994127679$z(OCoLC)994420033$z(OCoLC)1100933407
037 $a9781498543422$bIngram Content Group
042 $apcc
050 14 $aHD9993.E452$bE86 2017
072 7 $aBUS$x070000$2bisacsh
082 00 $a338.4/77948$223
049 $aZCUA
245 04 $aThe evolution and social impact of video game economics /$cedited by Casey B. Hart.
264 1 $aLanham :$bLexington Books,$c[2017]
300 $a1 online resource (xiv, 166 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aStudies in New Media
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction / Casey B. Hart -- "Show me the money!" : shifting fields of capital in the global game industry / Casey O'Donnell -- Nintendo's retro revolution : commodified nostalgia and the virtual console / Steve Cuff and Christopher Terry -- Business models, planned obsolescence, externalities : examining the virtual hand of the video game industry / Mark D. Cruea -- Prestige : a cyclical act for consumer control / Brent Kice -- Free-to-play? : considering the interaction of functional factors in video game design influencing the economic effectiveness of microtransactions / Casey B. Hart -- P(l)aying pretty : consuming fairy tales and device applications / Emma Whatman -- Playing with and against microtransactions : the discourses of microtransactions acceptance and rejection in mainstream video games / Jan Ovelch -- Smart players and happy consumers : effects of game characteristics and player emotional experiences on in-app ad responses / Hsuan-Yi Chou and Shaojung Sharon Wang -- Gold farming in China and in Western academia, journalism, and fiction / Bjarke Liboriussen -- About the editor and contributors.
520 $aThis book examines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
588 0 $aOnline resource; title from digital title page (viewed on December 01, 2017).
650 0 $aVideo games industry$xHistory$y21st century.
650 6 $aJeux vidéo$xIndustrie$xHistoire$y21e siècle.
650 7 $aBUSINESS & ECONOMICS$xIndustries$xGeneral.$2bisacsh
650 7 $aVideo games industry.$2fast$0(OCoLC)fst01740868
650 7 $aVideospielemarkt$2gnd
650 7 $aUnterhaltungsindustrie$2gnd
650 7 $aSozialer Wandel$2gnd
648 7 $a2000-2099$2fast
655 4 $aElectronic books.
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
700 1 $aHart, Casey B.,$eeditor.
776 08 $iPrint version:$tEvolution and social impact of video game economics.$dLanham : Lexington Books, [20177]$z9781498543415$w(DLC) 2017024803
830 0 $aStudies in new media.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio12996705$zAll EBSCO eBooks
852 8 $blweb$hEBOOKS