Getting gamers : (Record no. 60359)
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000 -LEADER | |
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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 |
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-- | 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 |
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 |
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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 |