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The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008
Detailed Information
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20250211151152
- ISBN
- 9798382738055
- DDC
- 900
- 저자명
- Brown, Logan.
- 서명/저자
- The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008
- 발행사항
- [Sl] : Indiana University, 2024
- 발행사항
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- 형태사항
- 293 p
- 주기사항
- Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
- 주기사항
- Advisor: Guins, Raiford;Ensmenger, Nathan.
- 학위논문주기
- Thesis (Ph.D.)--Indiana University, 2024.
- 초록/해제
- 요약Gaming today is mobile gaming. Mobile games make up the largest share of global game revenue, they appeal to the largest set of demographics, and they obsess scholars, parents, and politicians alike with their infamous potential for addictiveness. Yet for all the ink that has been spilled on how mobile games affect society, nobody has ever taken a serious historical approach to understanding where mobile games come from and how they gripped players the world over. This dissertation sets out to understand how the mobile game industry first formed in the United States prior to the release of Apple's vaunted iPhone to argue that early mobile content creators built an entirely new design and monetization paradigm built around the concepts of habituation, affectivity, and subscription billing that drew from but ultimately broke with traditional game industry thinking. Many of the aspects of mobile media that most trouble contemporary discourse around phones - including addiction, user identity, and platform economics - date back to this earlier industry which dedicated millions of dollars and untold hours to convincing the American populace that the cell phone was the social hub of the future. Along the way, I touch on everything from how internal institutional politics led to a focus on casual game design to how telcos like Verizon tried - and failed - to create digital platforms capable of aligning the newborn industry's many market actors.
- 일반주제명
- History
- 일반주제명
- Film studies
- 일반주제명
- Science history
- 일반주제명
- Information technology
- 키워드
- Digital media
- 키워드
- Game history
- 키워드
- Games
- 키워드
- Habits
- 키워드
- Mobile phones
- 키워드
- Platforms
- 기타저자
- Indiana University Communication and Culture
- 기본자료저록
- Dissertations Abstracts International. 85-11B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■00520250211151152
■006m o d
■007cr#unu||||||||
■020 ▼a9798382738055
■035 ▼a(MiAaPQ)AAI31235846
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a900
■1001 ▼aBrown, Logan.▼0(orcid)0000-0002-7039-3546
■24510▼aThe Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008
■260 ▼a[Sl]▼bIndiana University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a293 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 85-11, Section: B.
■500 ▼aAdvisor: Guins, Raiford;Ensmenger, Nathan.
■5021 ▼aThesis (Ph.D.)--Indiana University, 2024.
■520 ▼aGaming today is mobile gaming. Mobile games make up the largest share of global game revenue, they appeal to the largest set of demographics, and they obsess scholars, parents, and politicians alike with their infamous potential for addictiveness. Yet for all the ink that has been spilled on how mobile games affect society, nobody has ever taken a serious historical approach to understanding where mobile games come from and how they gripped players the world over. This dissertation sets out to understand how the mobile game industry first formed in the United States prior to the release of Apple's vaunted iPhone to argue that early mobile content creators built an entirely new design and monetization paradigm built around the concepts of habituation, affectivity, and subscription billing that drew from but ultimately broke with traditional game industry thinking. Many of the aspects of mobile media that most trouble contemporary discourse around phones - including addiction, user identity, and platform economics - date back to this earlier industry which dedicated millions of dollars and untold hours to convincing the American populace that the cell phone was the social hub of the future. Along the way, I touch on everything from how internal institutional politics led to a focus on casual game design to how telcos like Verizon tried - and failed - to create digital platforms capable of aligning the newborn industry's many market actors.
■590 ▼aSchool code: 0093.
■650 4▼aHistory
■650 4▼aFilm studies
■650 4▼aScience history
■650 4▼aInformation technology
■653 ▼aDigital media
■653 ▼aGame history
■653 ▼aGames
■653 ▼aHabits
■653 ▼aMobile phones
■653 ▼aPlatforms
■690 ▼a0578
■690 ▼a0900
■690 ▼a0489
■690 ▼a0585
■71020▼aIndiana University▼bCommunication and Culture.
■7730 ▼tDissertations Abstracts International▼g85-11B.
■790 ▼a0093
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17161030▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.
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