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Social, Casual and Mobile Games Book Published!

SCMG_ReleaseMichele Willson and I are delighted to announce that our collection Social, Casual and Mobile Games: The Changing Gaming Landscape has been released by Bloomsbury Academic.

Here’s a quick blurb and the contents and contributors:

Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life.

Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.

Contents

1. Social networks, casual games and mobile devices: the shifting contexts of gamers and gaming / Tama Leaver and Michele Willson
Part I: The (New?) Gaming Landscape
2. Who are the casual gamers? Gender tropes and tokenism in game culture / Lina Eklund
3. Between aliens, hackers and birds: non-casual mobile games and casual game design / Brendan Keogh
4. Casual gaming: the changing role of the designer / Laureline Chiapello
5. Discussions with developers: F2Play and the changing landscape of games business development / Tom Phillips
Part II: Reasons to Play
6. The sociality of asynchronous gameplay: social network games, dead-time and family bonding / Kelly Boudreau and Mia Consalvo
7. Digital affection games: cultural lens and critical reflection / Lindsay Grace
8. Mobile games and ambient play / Larissa Hjorth and Ingrid Richardson
9. Affect and social value in freemium games / Fanny Ramirez
Part III: Locative Play
10. Riding in cars with strangers: a cross-cultural comparison of privacy and safety in Ingress / Stacy Blasiola, Miao Feng and Adrienne Massanari
11. Playful places: uncovering hidden heritage with Ingress / Erin Stark
12. Rewriting neighbourhoods: Zombies, Run! and the runner as rhetor / Jamie Henthorn
13. The de-gamification of Foursquare? / Rowan Wilken
Part IV: New Markets
14. Social games and game-based revenue models / Mark Balnaves and Gary Madden
15. Angry Birds as a social network market / Tama Leaver
16. From premium to freemium: the political economy of the app / David Nieborg
Part V. Cheating, Gambling and Addiction
17. Social casino apps and digital media practices: New paradigms of consumption / Cesar Albarran-Torres
18. Cheating in Candy Crush Saga / Marcus Carter and Staffan Bjork
Afterword
19. Reflections on the casual games market in a post-Gamergate world / Adrienne Shaw and Shira Chess

Michele and I would like to publicly thank all of our wonderful contributors, the folks at Bloomsbury, and Troy Innocent for the rather nifty cover image. For the book’s launch Bloomsbury are offering 40% off the normal price, which makes the eBook version actually affordable for humans, not just libraries! Details here: http://www.bloomsbury.com/us/social-casual-and-mobile-games-9781501310584/

The front material and first chapter can be read online here (PDF).

Finally, here are the very generous cover jacket reviews:

“This book is an exciting rogue’s gallery of authors, games and topics at the forefront of modern gaming. The inclusion of issues discussing not only recent developments in design, playfulness and the definition of who plays games, but also attending to the darker aspects of contemporary gaming cultures such as the transition to Freemiun, cheating and GamerGate is an important step in examining new pathways into games and gaming culture. Social, Casual and Mobile Games: The Changing Gaming Landscapedemonstrates through an impressive series of chapters how this genre of games needs to be taken seriously as a cultural marker of today’s players and the games they engage with.”
–  Esther MacCallum-Stewart, Research Fellow, Digital Cultures Research Centre, University of the West of England, UK

Social, Casual and Mobile Games captures a wide array of scholarship from all corners of Game Studies. The authors explore, from a variety of empirical and theoretical perspectives, a rich tableau of games and players that often disappear from dominant narratives about what makes a game or a game player.”
–  Casey O’Donnell, Associate Professor of Media and Information, Michigan State University, USA, and author of Developer’s Dilemma

“This terrific and timely book is an invaluable guide to the profound ways in which gaming – in all its casual, mobile, and social glory – will never be the same again. Critical research for the rest of the (gaming) world has finally arrived.”
–  Gerard Goggin, Professor of Media and Communications, The University of Sydney, Australia

Digital Culture Links: January 12th

Links for January 1st through January 12th:

  • Amazon Launches iPad Kindle Store to Dodge Apple’s Restrictions [RWW] – Amazon launches even further into Apple’s regulated home turf: “Amazon has launched a more touch-friendly, Web-based iPad Kindle Store. A tablet-optimized Kindle store was available through the HTML5 Kindle Cloud Reader Amazon launched last August, but the new iPad Kindle Store is a standalone Web app. Upon visiting amazon.com/iPadKindleStore from Safari, a pop-up prompts the user to add it to the home screen. This is the most seamless way for Kindle users to buy books on the iPad. Apple’s in-app purchasing rules prevent e-book sellers from offering stores in their native apps (without giving Apple a 30% cut). The route around that was to include a link to the Web store inside the native reader app. Last July, Apple forced Amazon and other e-reader apps to remove this link, so users of e-book platforms other than Apple’s iBooks must buy their books in the browser, in a separate place from where they read.”
  • Search, plus Your World [Inside Google Search]– Google adds more personalisation with “Search, plus Your World” which heavily (but OPTIONALLY) integrates Google+ and other social search results into the first page results when searching Google (if signed in to Google+).Twitter (and presumably Facebook) are unhappy since this competes with their social search roles, but Google have responded that this seems a bit rich since Twitter refused to let Google pay to index Twitter in realtime.
  • Angry Birds named most downloaded paid app [Think Digit] – “Rovio’s Angry Birds has been named the most downloaded paid app for the smartphones and tablets in 2011. According to research firm Distimo, Angry Birds was downloaded more than any other application across all major operating systems including Android, iOS, Windows Phone and others. The only platform missing out on the list is BlackBerry. However, the game was recently made available on the BlackBerry’s App World. Angry Birds was followed by Fruit Ninja, while another variant of Angry Birds, Angry Birds Season grabbed the third spot on the list of the paid apps for the year 2011. Among the free apps, Facebook grabbed the top spot, while Pandora Radio followed at the second spot. The free versions of Word with Friends and Angry Birds remained on third and fourth position respectively. The Distimo report covers data collected from January to November 2011. The report has various notable findings such as Apple App Store has four times more revenue than Google’s Android Market.”
  • Digital Music Sales Surpass Physical Music Sales For the First Time Ever [Moneyland | TIME.com] – “Last year, for the first time in history, digital music sales exceeded physical sales, according to a newly released Nielsen/Billboard report cited by CNNMoney. In 2011, digital music sales climbed past physical sales to take a 50.3% market share of all music purchases. In a continuation of a multi-year trend, digital sales increased by 8.4% from 2010, while physical sales declined 5%.
    In the decade since Apple launched its iTunes music store, a host of digital music ventures have appeared, with varying degrees of success. iTunes remains the market leader but faces increasing competition from upstarts like Rdio, Spotify and Pandora, which went public earlier this year.”
  • Angry Birds bags 6.5m Christmas Day downloads [guardian.co.uk] – Rovio Mobile says its three Angry Birds games generated 6.5m downloads on Christmas Day alone. The company’s vice president of franchise development Ville Heijari revealed the milestone to All Things Digital, while promising new games in the year ahead. “We’re really excited to have such a massive number of new people get acquainted with Angry Birds over the holidays – we have exciting new releases lined up for 2012, and can’t wait to introduce them to the public,” said Heijari. He did not break down the 6.5m figure by game – Angry Birds, Angry Birds Seasons and Angry Birds Rio are the three available titles – nor did he split them out by platform. While the lion’s share are likely to have come from iOS and Android, Angry Birds is also available on Windows Phone, while all three games are available for Nokia handsets and RIM’s BlackBerry PlayBook tablet.” Angry Birds was downloaded more than 600 million times in 2011, with over a million branded toy and shirt sales each month.
  • Facebook Blamed For a Third of British Divorces [MediaCity] – “So Facebook is again at the other end of the blame-hammer, this time for precipitating about a third of divorces in Britain. The stats come from a website- the UK’s Divorce-Online, and cull stats from 5,000 divorce petitions. The same stats were pulled in 2009, and at that time, Facebook made an appearance in 20% of the petitions. Infidelity-related complaints were a forerunner, along with using Facebook walls to make nasty comments about soon to be exes.”
  • The PostSecret App is Now Closed [PostSecret] – The PostSecret App (iPhone/iPad) closes after anonymous posts and comments prove unmanageable as part of a confessional community. (The closed app is now dubbed an “experimental community” that failed. Despite being a paid app, there is no mention, or apology, to those who paid for it in good faith.) From the PostSecret blog: “Like the PostSecret Blog, the App was designed so each secret was absolutely anonymous. Unfortunately, that absolute anonymity made it very challenging to permanently remove determined users with malicious intent. 99% of the secrets created were in the spirit of PostSecret. Unfortunately, the scale of secrets was so large that even 1% of bad content was overwhelming for our dedicated team of volunteer moderators who worked 24 hours a day 7 days a week removing content that was not just pornographic but also gruesome and at times threatening.”
  • Year in Review: 2011 in Numbers [Instagram] – “We’ve seen the Instagram community grow from 1 million to over 15 million users in 2011. To celebrate, we’re recapping the year’s activity in our Year in Review series.
    Accounts
    1 million: The number of accounts on Jan 1, 2011.
    15 million (and counting): The number of accounts on Jan 1, 2012.
    Photos
    3: The average number of photos uploaded per second, one year ago.
    60: The average number of photos uploaded per second, today.
    400 million: The total number of photos shared on Instagram so far.”

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