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Gamer Psychology and Behavior PDF

161 Pages·2016·4.837 MB·English
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International Series on Computer Entertainment and Media Technology Barbaros Bostan E ditor Gamer Psychology and Behavior International Series on Computer Entertainment and Media Technology Series Editor Newton Lee The International Series on Computer Entertainment and Media Technology presents forward-looking ideas, cutting-edge research, and in-depth case studies across a wide spectrum of entertainment and media technology. The series covers a range of content from professional to academic.Entertainment Technology includes computer games, electronic toys, scenery fabrication, theatrical property, costume, lighting, sound, video, music, show control, animation, animatronics, interactive environments, computer simulation, visual effects, augmented reality, and virtual reality. Media Technology includes art media, print media, digital media, electronic media, big data, asset management, signal processing, data recording, data storage, data transmission, media psychology, wearable devices, robotics, and physical computing. More information about this series at h ttp://www.springer.com/series/13820 Barbaros Bostan Editor Gamer Psychology and Behavior Editor Barbaros Bostan Department of Information Systems & Technologies Yeditepe University Istanbul , Turkey ISSN 2364-947X ISSN 2364-9488 (electronic) International Series on Computer Entertainment and Media Technology ISBN 978-3-319-29903-7 ISBN 978-3-319-29904-4 (eBook) DOI 10.1007/978-3-319-29904-4 Library of Congress Control Number: 2016938528 © Springer International Publishing Switzerland 2016 T his work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifi cally the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfi lms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. T he use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specifi c statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. T he publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland Contents Part I Neuro-psychology and Gaming 1 Violent Video Games and Cognitive Processes: A Neuropsychological Approach ............................................................. 3 Metehan Irak , Can Soylu , and Dicle Capan 2 Why Games Are Fun? The Reward System in the Human Brain ........ 21 Mustafa Balkaya and Guven Catak Part II Player Behavior and Gameplay 3 Pleasure in Pain: How Accumulation in Gaming Systems Can Lead to Grief ..................................................................................... 41 Selcen Ozturkcan and Sercan Sengun 4 Goal-Directed Player Behavior in Computer Games ............................ 57 Barbaros Bostan and Sercan Altun 5 Designing and Playing to Protest: Looking Back to Gezi Games ......... 73 Tonguc Ibrahim Sezen and Digdem Sezen 6 Psychological Player Profiling with Action Patterns ............................. 89 Barbaros Bostan and Gokhan Sahin Part III Player Psychology and Motivations 7 Game Design and Gamer Psychology ..................................................... 105 Barbaros Bostan and Ozhan Tingoy 8 Self-Determination Theory in Digital Games ......................................... 123 Ahmet Uysal and Irem Gokce Yildirim 9 Explorations in Player Motivations: Gamer Profiles............................. 137 Barbaros Bostan and Guven Catak v About the Editor Barbaros Bostan i s an Associate Professor in the Information Systems Department at Yeditepe University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at I DM Institute , G ames Lab of the National University of Singapore, between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, gaming motivations, and player profi ling. Bostan has teaching experience in the areas of computer games, computer networks, and interactive narrative. He is a member of the ACM, Computers in Entertainment Editorial Board. He reviews journal articles and book chapters for various journals and publishers, local and international (J ournal of Computer- Mediated Communication , Versita Open Access Books , etc.). vii About the Contributors Sercan Altun h as a B.S. in Industrial Engineering from Bilkent University. He is a game developer expe- rienced in a wide variety of gaming projects. He started his career at a virtual world start-up as a game pro- grammer. Later he cofounded a digital agency where he developed a variety of advergames, kinect-powered event games, social games, and mobile apps. He is cur- rently studying M.A. in Game Design at Bahçeşehir University. Mustafa B alkaya graduated from Istanbul University, Cerrahpasa Medical School. During his education, he worked as an editor at the Turkish version of the world- renowned gaming magazine “PC Gamer.” He later moved to Berlin where he got his master’s and Ph.D. degree on medical neurosciences in C harite Medical School . For postdoctoral studies, he spent two and a half years in H arvard Medical School , Massachusetts General Hospital. His research interests include stroke and poststroke emotional disturbances, depression, anxiety, and stress. Güven Çatak started to write in video games maga- zines and also made short fi lms while studying archi- tecture at Istanbul Technical University. His shorts won several awards and were screened at various festi- vals. Now he is an Assistant Professor of Game Design at Bahçeşehir University, Communication Design Department. He is giving classes on motion and game design. He is also the founder director of Bahçeşehir University Game Lab (BUG) and Game Design Master ix

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