- The Oxford Handbook of Internet Studies
- List of Figures
- List of Tables
- List of Abbreviations
- Notes on the Contributors
- Internet Studies: The Foundations of a Transformative Field
- The Prehistory of the Internet and its Traces in the Present: Implications for Defining the Field
- Web Science
- Society on the Web
- The Internet as Infrastructure
- Network Societies and Internet Studies: Rethinking Time, Space, and Class
- Digital Inequality
- Sociality Through Social Network Sites
- The Study of Online Relationships and Dating
- Games, Online and off
- Cross-National Comparative Perspectives from the World Internet Project
- New Businesses and New Business Models
- Trust in Commercial and Personal Transactions in the Digital Age
- Government and the Internet: Evolving Technologies, Enduring Research Themes
- Digital Transformations of Scholarship and Knowledge
- Studies of the Internet in Learning and Education: Broadening the Disciplinary Landscape of Research
- Theoretical Perspectives in the Study of Communication and the Internet
- Tradition and Transformation in Online News Production and Consumption
- The Internet in Campaigns and Elections
- The Internet and Democracy
- Analyzing Freedom of Expression Online: Theoretical, Empirical, and Normative Contributions
- Cultural, Legal, Technical, and Economic Perspectives on Copyright Online: The Case of the Music Industry
- Privacy and Surveillance: The Multidisciplinary Literature on the Capture, Use, and Disclosure of Personal Information in Cyberspace
- Digital Infrastructures, Economies, and Public Policies: Contending Rationales and Outcome Assessment Strategies
- The Internet and Development: A Critical Perspective
- The Emerging Field of Internet Governance
Abstract and Keywords
This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
Dmitri Williams is an Associate Professor at the Annenberg School for Communication and Journalism, University of Southern California, USA, where he is a part of the Annenberg Program on Online Communities (APOC).
Adam S. Kahnis a doctoral candidate at the Annenberg School for Communication and Journalism at the University of Southern California, USA.
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