The Miami Valley School Library

Getting gamers : (Record no. 60359)

MARC details
000 -LEADER
fixed length control field 03322cam a2200277 i 4500
001 - CONTROL NUMBER
control field 907965615
003 - CONTROL NUMBER IDENTIFIER
control field OCoLC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220901104058.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150424s2016 mdu b 001 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2015014719
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781442239999
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1442239999
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)907965615
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Description conventions rda
Transcribing agency DLC
Modifying agency YDX
-- YDXCP
-- BTCTA
-- BDX
-- OCLCF
-- TTU
-- SJ2
-- VP@
-- OMB
-- OVY
-- OKJ
-- GTA
-- ZLM
-- R2A
-- WHCCD
-- CGN
-- OCLCQ
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number GV1469.34.P79
Item number M33 2016
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.8 MAD
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Madigan, Jamie
245 10 - TITLE STATEMENT
Title Getting gamers :
Remainder of title the psychology of video games and their impact on the people who play them /
Statement of responsibility, etc Jamie Madigan
300 ## - PHYSICAL DESCRIPTION
Extent xix, 299 pages ;
Dimensions 24 cm
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note pt. 1. Those who play : Why do perfectly normal people become raving lunatics online? ; Why do people cheat, hack, and peek at strategy guides? ; Why are fanboys and fangirls so ready for a fight? ; Why do we get nostalgic about good old games? -- pt. 2. Those who make : How do games get us to keep score and compete? ; How do games get us to grind, complete side quests, and chase achievements? ; How do developers keep us so excited about new loot? -- pt. 3. Those who sell : How do games make us feel immersed in imaginary worlds? ; Why do we go crazy for digital game sales? ; How do games and apps get you with in-game purchases? ; How do games keep players paying? ; How do games get players to market each other? -- pt. 4. The games themselves : Do we shape our in-game avatars or do they shape us? ; Why do we like violent games so much? And should we be worried that we do? ; Do video games make you smarter? -- Conclusion: Where do psychology and video games go from here?
520 ## - SUMMARY, ETC.
Summary, etc 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.--Publisher information
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Psychological aspects
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Non Fiction
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Total Checkouts Full call number Barcode Date last seen Date checked out Cost, replacement price Price effective from Koha item type
    Dewey Decimal Classification     B- Nonfiction (Teen/Adult) MVS Library MVS Library Main room-Teen/Adult 09/01/2022 1 794.8 MAD 4008935 05/13/2025 05/07/2025 20.00 09/01/2022 Non Fiction