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The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
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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
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