Description

Book Synopsis


Table of Contents

Preface: the Revolution of 1972 ix

Part I: Playing the Game: Understanding Video Games as Media 1

1 Introduction: The Gaming Moment 3

2 Tricks Your TV Can Do: The Rise, Fall, and Rise Again of Gaming 13

3 Why Do We Game?: Gamer Motivations and Psychology 43

4 Underworld: Violence, Addiction, Toxicity, Representation, and Brand Safety 59

5 Getting in the Game (without Changing It): Gaming Integration Opportunities for Businesses 75

Part II: Watching the Game: Esports, Streaming, and Games as a Viewing Experience 99

6 Multiplayer: An Introduction to Esports 101

7 Good Luck Having Fun: The Rise of Esports 117

8 Work to Play and Play to Work: Game Streaming and Streamers 135

9 Unbalanced: Opportunities in Game Viewing for Businesses 149

Part III: Storytelling in Virtual Worlds: Future Directions and Conclusions 171

10 Life in the Screen: Metaverse and Future Directions 173

11 Conclusion: Point of No Return 189

Notes 199

Acknowledgments 221

About the Author 223

Index 225

Get in the Game

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    £18.69

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    RRP £21.99 – you save £3.30 (15%)

    Order before 4pm today for delivery by Tue 7 Jul 2026.

    A Hardback by Jonathan Stringfield

    7 in stock

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      Publisher: John Wiley & Sons Inc
      Publication Date: 21/07/2022
      ISBN13: 9781119855361, 978-1119855361
      ISBN10: 1119855365

      Description

      Book Synopsis


      Table of Contents

      Preface: the Revolution of 1972 ix

      Part I: Playing the Game: Understanding Video Games as Media 1

      1 Introduction: The Gaming Moment 3

      2 Tricks Your TV Can Do: The Rise, Fall, and Rise Again of Gaming 13

      3 Why Do We Game?: Gamer Motivations and Psychology 43

      4 Underworld: Violence, Addiction, Toxicity, Representation, and Brand Safety 59

      5 Getting in the Game (without Changing It): Gaming Integration Opportunities for Businesses 75

      Part II: Watching the Game: Esports, Streaming, and Games as a Viewing Experience 99

      6 Multiplayer: An Introduction to Esports 101

      7 Good Luck Having Fun: The Rise of Esports 117

      8 Work to Play and Play to Work: Game Streaming and Streamers 135

      9 Unbalanced: Opportunities in Game Viewing for Businesses 149

      Part III: Storytelling in Virtual Worlds: Future Directions and Conclusions 171

      10 Life in the Screen: Metaverse and Future Directions 173

      11 Conclusion: Point of No Return 189

      Notes 199

      Acknowledgments 221

      About the Author 223

      Index 225

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