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Jamie Madigan

GETTING GAMERS

The Psychology of Video Games and Their Impact on the People who Play Them



Copyright  2016 by Harold James Madigan

This edition published by arrangement with Taryn Fagerness Agency and Synopsis Literary Agency



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  ,          .      .        ,  ,     .    ,  ,  ,       ,  .   ,  -,  ,  -,  ,         ,      .    ,            ,     ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,   ,    .      ,  ,       .       www.psychologyofgames.com,  ,       .   ,      .  !







  1680-    ,         SadPanda42   Call of Duty 3    .  ,    .  ,             ,  1962    MIT  Spacewar!,   ,       Pong.   ,      ,   ,      ,    :  .

 !    :   Entertainment Software Association (ESA) 2015,  51%        (, WiiU[1 -        2015-.    . . .], PlayStation  Xbox).  , ESA ,  155    ,         22,4  .     ,    ,   ,  PC.   Google Play Apple Store  800[2 -        Google Play     .. .] ,   -[3 - Apple, App Store Rings in 2015 with New Records, - Apple, 8 2015. http://www.apple.com/pr/library/2015/01/08App-StoreRings-in2015with-New-Records.html. . . (     . . .)]   2015 Apple ,     10     .           ,        .  , Grand Theft AutoV,      ,   800      ,     ,   200    48 [4 - James Brightman, GTA VExceeds $1 billion in Only 3 Days, GamesIndustry International (), 20 2013. https://www.gamesindustry.biz/gta-v-exceeds-usd1billion-in-only3days. . .].    ,         ,      .

         .  70   ,    Penny Arcade Expo (PAX),  ,      ,    .     ,    40 95 ,     ,     .       23 .            , -    .  -    ,        !      ,  Blizzcon QuakeCon,     .          San Diego Comic-Con South by Southwest,      .

      ,             ,    ,     . , Facebook[5 -   META,      . . .],       !  [6 - Wybe Schutte, Infographic: The US Games Market, Newzoo, 12 2013. http://www.newzoo.com/infographics/infographic-the-us-gamesmarket. . . (     . . .)]  ,        ,              .             ,     - Game of War, Dragon City, Clash of Clans   .          . King,    Candy Crush Saga,   -[7 - King, Candy Crush Saga Celebrates One Year Anniversary and Half aBillion Downloads, - King, 15 2013. http://company.king.com/news-and-media. . .]   2013-,         Facebook[8 -   META,      . . .]      .  ,   King  ,   .              -.

        .           (  - )  : -.          ,   .   ,   Mountain Dew       ,    Halo,  .  2013             (, Flower  thatgamecompany)   [9 - April Fehling, Museums Give Video Games Bonus Life, but the Next Level Awaits, All Tech Considered (), 23 2013. http://www.npr.org/blogs/alltechconsidered/2013/12/22/255843345/museums-givevideo-games-bonus-life-but-the-next-level-awaits. . .]    .       ,   ,      ,   -,    ⠫  ,  -      Rage.

   ,         ,   ,  .          .     ,     ,  ,       .   ,   :     ,    ,      .    ,      . -,     . ,   ,   ,     ,   .   ESA,  74%   18,    35.    50%   .     ,    .       ,     .   : -, , ,  . ,    ,   ,   ,        Frito-Lay[10 - Frito-Lay    ,     PepsiCo.   Fritos,   Cheetos,    Doritos Tostitos,   Lay's, Ruffles Walkers,    Rold Gold. . .].   ,  ,  ,   ,     .    ,     ,   ,   .   2014    ,    :    -  ,        [11 - Rachel Kowert, Ruth Festl and Thorsten Quandt, Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers, Cyberpsychology, Behavior, and Social Networking 17, no. 3 (2014): 141146.. .] 4500,      .       , ,         ,    ,  ,   .        ,          .

     ,        ,  ,  ,      .      ,   -  ,     ,     .   ,   ,      ,     .       , ,     .   LinkedIn          .       Block by Block.  ,   Minecraft         ,        ,      .            - .         ,     .

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          .   ,     ,   ,   ,   ,   ,  ,        .        ,       ,          . ,     ,        ,    .       ,      ,   Journal for Virtual Worlds Research (   ), Games and Culture (  ), Computers in Human Behavior (   ), International Journal of Human-Computer Studies (  - ) Cyberpsychology, Behavior, and Social Networking (,    ).     :   ,     ,     -  .       Journal of Applied Psychology (  ), Journal of Personality and Social Psychology (    ) Psychological Bulletin ( )    ,     .    ,      Valve, Ubisoft, Electronic Arts, Riot Games, Microsoft    ,       ,      .

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  , ,  ,           ,     .          ,  :     ,                - .      ,            .  ,                   .       ,                 .

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    .   ,      ,   .       .

 [12 - Jeffrey Lin, Enhancing Sportsmanship in Online Games,    Game Developers Conference 2014, -, 19 2014. . .],     League of Legends

- League of Legends  .        - (Multiplayer Online Battle Arena,  MOBA),           .     ,   ,        100[13 -       140.. .]    .    , ,    , ,     ,       . ʠ2013 League of Legends [14 - John Gaudiosi, How Riot Games Created the Most Popular Game in the World, Fortune Tech Technology (), 10 2013. https://fortune.com/2013/07/10/how-riot-games-created-the-most-popular-game-in-the-world. . .]  70  ,   32    .    ,    2013          Staples Center,    Los Angeles Clippers.     ,              .         ,       . -   -            ,     2002,  27   [15 - Worlds 2014 by the Numbers, Riot Games, 1 2014. http://www.riotgames.com/articles/20141201/1628/worlds2014numbers. . . (     . . .)]    .   ,       (23,5)   NBA (15,5    )    [16 - Patrick Dorsey, League of Legends Ratings Top NBA Finals, World Series clinchers, ESPN, 3 2014. https://www.espn.com/espn/story/_/page/instantawesome-leagueoflegends141201/league-legends-championships-watched-more-people-nba-finals-world-series-clinchers. . .].

    2009  Riot Games   ( -)   (   ) ,         .        , WarcraftIII,     League of Legends.        .    ,       .       League of Legends,      , ,     ,     .  :    ,        .    League of Legends  ,         ,     .       .

     ,    . ,      ,     .   ,               .         .            .              ,    Valve       ,  Half-Life, Portal Left 4 Dead.           ,  ,       .  Valve,        -  Everquest,        ,    .      2011      Everquest   .   ,   ,         ,     . ,        Mass Effect Bioware.       Everquest    Riot Games  League of Legends,  [17 - Mike Williams, Talking Shop: Riot Games Lead Designer of Social Systems, GamesIndustry International, 15 2013. https://www.gamesindustry.biz/talking-shop-riot-games-lead-designer-of-social-systems. . .]  .

     .       ,      .         [18 -    , 6 2015. . .].   .       Riot,  ,      -      -.    ,   ,            . Ӡ  .    ,   ,  .        .       .  - !

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     ?            ,        ,     Halo?   Riot Games       ,      ?    .

    ,          ,            ,   [21 - Tom Postmes and Russell Spears, Deindividuation and Antinormative Behavior: AMeta-Analysis, Psychological Bulletin 123, no. 3 (1998): 238259, doi:10.1037/00332909.123.3.238.. .].       (  ),          (  ).     ,  ,     ,    ,           .     ,      .       ,          --     .   ,     ,       ,            .   ,  .


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 ,     ,      .                       .  Blizzard          , , ,   [22 - Mike Fahey, Blizzard Scraps Plans to Display Real Names in Forums, Kotaku (), 9 2010. http://kotaku.com/5583405/blizzard-scraps-plansto-display-real-names-in-forums. . .]           .

     ?   Blizzard    ?  ,      -  ? .   ,     ,      .  1976            .     :        [23 - Edward Diener, Scott C. Fraser, Arthur L. Beaman and Roger T. Kelem, Effects of Deindividuation Variables on Stealing among Halloween Trick-or-Treaters, Journal of Personality and Social Psychology 33, no. 2 (1976): 178183, doi:10.1037/0022-3514.33.2.178.. .].     ,      ,     Blizzard Riot Games    .      ,    1970-     -  .

    ,             .  ,       1352     .         .     ,    .     ,              .  ,        ,            .

    ,        ,          ,     .           ,  ,  Blizzard    ,      .   ,        ,     .

  .    ,       (     )    ,     .      7,5%. ,     ,   ,     ,     20,8%.     ,  ,      .    21,4%      ,           57,7%.   !

   ,     -,    ,      ,    .       ,     ,              .  ,    ,  ,           .   ,     ,    ,    ,     .   ,     .           .     ,    ,           .            ,   ,       .   .

        ,        ,             . ,          .    ,       ,   .            ,  -   ,     .   ,     [24 - Postmes and Spears, Deindividuation and Antinormative Behavior. . .].   :       ,     ,  ,        ,      .     [25 - Joseph Walther, Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction, Communication Research 23, no. 1 (1996): 343.. .].

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notes








1


       2015-.    . . .




2


       Google Play     .. .




3


Apple, App Store Rings in 2015 with New Records, - Apple, 8 2015. http://www.apple.com/pr/library/2015/01/08App-StoreRings-in2015with-New-Records.html. . . (     . . .)




4


James Brightman, GTA VExceeds $1 billion in Only 3 Days, GamesIndustry International (), 20 2013. https://www.gamesindustry.biz/gta-v-exceeds-usd1billion-in-only3days. . .




5


  META,      . . .




6


Wybe Schutte, Infographic: The US Games Market, Newzoo, 12 2013. http://www.newzoo.com/infographics/infographic-the-us-gamesmarket. . . (     . . .)




7


King, Candy Crush Saga Celebrates One Year Anniversary and Half aBillion Downloads, - King, 15 2013. http://company.king.com/news-and-media. . .




8


  META,      . . .




9


April Fehling, Museums Give Video Games Bonus Life, but the Next Level Awaits, All Tech Considered (), 23 2013. http://www.npr.org/blogs/alltechconsidered/2013/12/22/255843345/museums-givevideo-games-bonus-life-but-the-next-level-awaits. . .




10


Frito-Lay    ,     PepsiCo.   Fritos,   Cheetos,    Doritos Tostitos,   Lay's, Ruffles Walkers,    Rold Gold. . .




11


Rachel Kowert, Ruth Festl and Thorsten Quandt, Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers, Cyberpsychology, Behavior, and Social Networking 17, no. 3 (2014): 141146.. .




12


Jeffrey Lin, Enhancing Sportsmanship in Online Games,    Game Developers Conference 2014, -, 19 2014. . .




13


      140.. .




14


John Gaudiosi, How Riot Games Created the Most Popular Game in the World, Fortune Tech Technology (), 10 2013. https://fortune.com/2013/07/10/how-riot-games-created-the-most-popular-game-in-the-world. . .




15


Worlds 2014 by the Numbers, Riot Games, 1 2014. http://www.riotgames.com/articles/20141201/1628/worlds2014numbers. . . (     . . .)




16


Patrick Dorsey, League of Legends Ratings Top NBA Finals, World Series clinchers, ESPN, 3 2014. https://www.espn.com/espn/story/_/page/instantawesome-leagueoflegends141201/league-legends-championships-watched-more-people-nba-finals-world-series-clinchers. . .




17


Mike Williams, Talking Shop: Riot Games Lead Designer of Social Systems, GamesIndustry International, 15 2013. https://www.gamesindustry.biz/talking-shop-riot-games-lead-designer-of-social-systems. . .




18


   , 6 2015. . .




19


     . . .




20


Jeffrey Kuznekoff and Lindsey Rose, Communication in Multiplayer Gaming: Examining Player Responses to Gender Cues, New Media & Society 15, no. 4 (2012): 541556, doi:10.1177/1461444812458271.. .




21


Tom Postmes and Russell Spears, Deindividuation and Antinormative Behavior: AMeta-Analysis, Psychological Bulletin 123, no. 3 (1998): 238259, doi:10.1037/00332909.123.3.238.. .




22


Mike Fahey, Blizzard Scraps Plans to Display Real Names in Forums, Kotaku (), 9 2010. http://kotaku.com/5583405/blizzard-scraps-plansto-display-real-names-in-forums. . .




23


Edward Diener, Scott C. Fraser, Arthur L. Beaman and Roger T. Kelem, Effects of Deindividuation Variables on Stealing among Halloween Trick-or-Treaters, Journal of Personality and Social Psychology 33, no. 2 (1976): 178183, doi:10.1037/0022-3514.33.2.178.. .




24


Postmes and Spears, Deindividuation and Antinormative Behavior. . .




25


Joseph Walther, Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction, Communication Research 23, no. 1 (1996): 343.. .




26


   .  -, 2014. . .




27


Robert Johnson and Leslie L. Downing, Deindividuation and Valence of Cues: Effects on Prosocial and Antisocial Behavior, Journal of Personality and Social Psychology 37, no. 9 (1979): 15321539, doi:10.1037/0022-3514.37.9.1532.. .




28


Jeffrey Lin, The Science behind Shaping Behavior in Online Games,    Game Developers Conference 2013, -, 27 2013. . .




29


Lin, Enhancing Sportsmanship in Online Games. . .




30


Kathleen D. Vohs, Nicole L. Mead and Miranda R. Goode, The Psychological Consequences of Money, Science 314, no. 5802 (2006): 11541156, doi:10.1126/science.1132491.. .




31


Lin, Enhancing Sportsmanship in Online Games. . .




32


   , 5 2015. . .




33


Drug-Free Sport Is Utopia, BBC News, 24 2008. http://news.bbc.co.uk/sport2/hi/olympic_games/7747181.stm. . . (     . . .)




34


 2001-  2013-;   2013-  2021-. . .




35


 , .De Paoli and Aphra Kerr, We Will Always Be One Step ahead of Them: ACase Study on the Economy of Cheating in MMORPGs, Journal of Virtual Worlds Research2, no.4 (2010). . .




36


Nina Mazar, On Amir and Dan Ariely, The Dishonesty of Honest People: ATheory of Self-Concept Maintenance, Journal of Marketing Research 45, no. 6 (2008), doi:10.1509/jmkr.45.6.633.. .




37


Agata Blachnio and Malgorzata Weremko, Academic Cheating Is Contagious: The Influence of the Presence of Others on Honesty. AStudy Report, International Journal of Applied Psychology 1, no. 1 (2011), doi:10.5923/j.ijap.20110101.02.. .


