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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.

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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  
로그인을 한후 보실 수 있는 자료입니다.
Control Number  
joongbu:655875

MARC

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■1001  ▼aBrown,  Logan.▼0(orcid)0000-0002-7039-3546
■24510▼aThe  Mythical  Mass  Market:  The  Formation  of  the  American  Mobile  Game  Industry  1997-2008.
■260    ▼a[S.l.]▼bIndiana  University.  ▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a293  p.
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-11,  Section:  B.
■500    ▼aAdvisor:  Guins,  Raiford;Ensmenger,  Nathan.
■5021  ▼aThesis  (Ph.D.)--Indiana  University,  2024.
■520    ▼aGaming  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.
■590    ▼aSchool  code:  0093.
■650  4▼aHistory.
■650  4▼aFilm  studies.
■650  4▼aScience  history.
■650  4▼aInformation  technology.
■653    ▼aDigital  media
■653    ▼aGame  history
■653    ▼aGames
■653    ▼aHabits
■653    ▼aMobile  phones
■653    ▼aPlatforms
■690    ▼a0578
■690    ▼a0900
■690    ▼a0489
■690    ▼a0585
■71020▼aIndiana  University▼bCommunication  and  Culture.
■7730  ▼tDissertations  Abstracts  International▼g85-11B.
■790    ▼a0093
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17161030▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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