Cheating: Gaining Advantage in Videogames Review

Cheating: Gaining Advantage in Videogames
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Cheating: Gaining Advantage in Videogames ReviewIf you're looking for an academic discussion of gameplay and player behavior and attitudes, this is the book for you. It covers topics like the magic circle of gameplay, types of cheating, and what players consider acceptable or unacceptable cheating. It's well researched and unusually interesting to read for an academic study.
If you're a gamer interested in a journalistic look into the world of modders, botters, and gold sellers, you won't find it here. People who sell in-game currency for real money or hack into video game code aren't discussed. The book focuses on normal players, some of whom cheat at video games. If you have a level 70 Hunter or are playing Halo 3 on heroic, you probably won't learn anything new because this book is really about you.
Cheating: Gaining Advantage in Videogames OverviewThe widely varying experiences of players of digital games challenge thenotions that there is only one correct way to play a game. Some players routinelyuse cheat codes, consult strategy guides, or buy and sell in-game accounts, whileothers consider any or all of these practices off limits. Meanwhile, the gameindustry works to constrain certain readings or activities and promote certain waysof playing. In Cheating, Mia Consalvo investigates how players choose to play games,and what happens when they can't always play the way they'd like. She explores abroad range of player behavior, including cheating (alone and in groups), examinesthe varying ways that players and industry define cheating, describes how the gameindustry itself has helped systematize cheating, and studies online cheating incontext in an online ethnography of Final Fantasy XI. She develops the concept of"gaming capital" as a key way to understand individuals' interaction with games,information about games, the game industry, and other players.Consalvo provides acultural history of cheating in videogames, looking at how the packaging and sellingof such cheat-enablers as cheat books, GameSharks, and mod chips created a cheatindustry. She investigates how players themselves define cheating and how theirplaying choices can be understood, with particular attention to online cheating.Finally, she examines the growth of the peripheral game industries that produceinformation about games rather than actual games. Digital games are spaces for playand experimentation; the way we use and think about digital games, Consalvo argues,is crucially important and reflects ethical choices in gameplay andelsewhere.

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