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The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
- 자료유형
- 학위논문
- Control Number
- 0017161030
- International Standard Book Number
- 9798382738055
- Dewey Decimal Classification Number
- 900
- Main Entry-Personal Name
- Brown, Logan.
- Publication, Distribution, etc. (Imprint
- [S.l.] : Indiana University., 2024
- Publication, Distribution, etc. (Imprint
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- Physical Description
- 293 p.
- General Note
- Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
- General Note
- Advisor: Guins, Raiford;Ensmenger, Nathan.
- Dissertation Note
- Thesis (Ph.D.)--Indiana University, 2024.
- Summary, Etc.
- 요약Gaming today is mobile gaming. Mobile games make up the largest share of global game revenue, they appeal to the largest set of demographics, and they obsess scholars, parents, and politicians alike with their infamous potential for addictiveness. Yet for all the ink that has been spilled on how mobile games affect society, nobody has ever taken a serious historical approach to understanding where mobile games come from and how they gripped players the world over. This dissertation sets out to understand how the mobile game industry first formed in the United States prior to the release of Apple's vaunted iPhone to argue that early mobile content creators built an entirely new design and monetization paradigm built around the concepts of habituation, affectivity, and subscription billing that drew from but ultimately broke with traditional game industry thinking. Many of the aspects of mobile media that most trouble contemporary discourse around phones - including addiction, user identity, and platform economics - date back to this earlier industry which dedicated millions of dollars and untold hours to convincing the American populace that the cell phone was the social hub of the future. Along the way, I touch on everything from how internal institutional politics led to a focus on casual game design to how telcos like Verizon tried - and failed - to create digital platforms capable of aligning the newborn industry's many market actors.
- Subject Added Entry-Topical Term
- History.
- Subject Added Entry-Topical Term
- Film studies.
- Subject Added Entry-Topical Term
- Science history.
- Subject Added Entry-Topical Term
- Information technology.
- Index Term-Uncontrolled
- Digital media
- Index Term-Uncontrolled
- Game history
- Index Term-Uncontrolled
- Games
- Index Term-Uncontrolled
- Habits
- Index Term-Uncontrolled
- Mobile phones
- Index Term-Uncontrolled
- Platforms
- Added Entry-Corporate Name
- Indiana University Communication and Culture
- Host Item Entry
- Dissertations Abstracts International. 85-11B.
- Electronic Location and Access
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- Control Number
- joongbu:655875