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Getting Gamers
- The Psychology of Video Games and Their Impact on the People who Play Them
- Narrated by: Stephen Bel Davies
- Length: 11 hrs and 25 mins
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Publisher's summary
Getting Gamers will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them.
With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.
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- Narrated by: George Newbern
- Length: 11 hrs and 17 mins
- Unabridged
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For more than three decades, Dr. John Bargh has been responsible for the revolutionary research into the unconscious mind, research that informed best sellers like Blink and Thinking Fast and Slow. Now, in what Dr. John Gottman said "will be the most important and exciting book in psychology that has been written in the past 20 years", Dr. Bargh takes us on an entertaining and enlightening tour of the forces that affect everyday behavior while transforming our understanding of ourselves in profound ways.
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Political jab
- By Brad on 10-20-17
By: John Bargh PhD
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Cool
- How the Brain's Hidden Quest for Cool Drives Our Economy and Shapes Our World
- By: Steven Quartz, Anette Asp
- Narrated by: James Patrick Cronin
- Length: 10 hrs
- Unabridged
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In Cool, the neuroscientist and philosopher Steven Quartz and the political scientist Anette Asp bring together the latest findings in brain science, economics, and evolutionary biology to form a provocative theory of consumerism, revealing how the brain's "social calculator" and an instinct to rebel are the crucial missing links in understanding the motivations behind our spending habits.
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Some Useful Ideas
- By Carson on 07-20-17
By: Steven Quartz, and others
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Average is Over
- Powering America Beyond the Age of the Great Stagnation
- By: Tyler Cowen
- Narrated by: Andrew Garman
- Length: 8 hrs and 42 mins
- Unabridged
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The widening gap between rich and poor means dealing with one big, uncomfortable truth: If you're not at the top, you're at the bottom. The global labor market is changing radically thanks to growth at the high end and the low. About three quarters of the jobs created in the United States since the great recession pay only a bit more than minimum wage. Still, the United States has more millionaires and billionaires than any country ever, and we continue to mint them.
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Disappointing analysis of future
- By JKBart on 12-10-13
By: Tyler Cowen
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Superminds
- The Surprising Power of People and Computers Thinking Together
- By: Thomas W. Malone
- Narrated by: Mel Foster
- Length: 11 hrs and 11 mins
- Unabridged
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Many people today are so dazzled by the long-term potential for artificial intelligence that they overlook the much clearer and more immediate potential for a new form of "collective intelligence": the intelligence of groups of people and computers working together. In Superminds, Thomas Malone explains what we need to do to take advantage of this potential. Groundbreaking and utterly fascinating, Superminds will change the way you work - both with others and with computers - for the better.
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"Why did a Kenyan immigrant win the 2008 election"
- By RealTruth on 07-11-18
By: Thomas W. Malone
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Focus
- Use Different Ways of Seeing the World for Success and Influence
- By: Heidi Grant Halvorson Ph.D., E. Tory Higgins PhD
- Narrated by: Karen Saltus
- Length: 7 hrs and 20 mins
- Unabridged
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We all want to experience pleasure and avoid pain. But there are really two kinds of pleasure and pain that motivate everything we do. If you are promotion-focused, you want to advance and avoid missed opportunities. If you are prevention-focused, you want to minimize losses and keep things working. And as Tory Higgins has found in his groundbreaking research, if you understand how people focus, you have the power to motivate yourself and everyone around you.
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Pain / Pleasure
- By Serena K. on 02-13-17
By: Heidi Grant Halvorson Ph.D., and others
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The Click Moment
- Seizing Opportunity in an Unpredictable World
- By: Frans Johansson
- Narrated by: Erik Synnestvedt
- Length: 7 hrs and 41 mins
- Unabridged
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On the one hand we aren’t surprised by the uncertainty of everyday life, but on the other we believe that success can be analyzed and planned for. It is a revealing paradox. The implications are explosive and they obliterate every common-sense notion we have about strategy and planning. The Click Moment is about two very simple but highly provocative ideas.
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Outstanding book!
- By Anilyn Karel on 08-26-24
By: Frans Johansson
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Program or Be Programmed
- Ten Commands for a Digital Age
- By: Douglas Rushkoff
- Narrated by: Douglas Rushkoff
- Length: 3 hrs and 28 mins
- Unabridged
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In 10 chapters, composed of 10 "commands", Rushkoff provides cyber enthusiasts and technophobes alike with the guidelines to navigate the digital new universe. In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping listeners to recognize programming as the new literacy of the digital age - and as a template through which to see beyond social conventions and power structures that have vexed us for centuries.
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Good book, but with some crazy ranting
- By Bjarne on 02-05-15
By: Douglas Rushkoff
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Thinking Machines
- The Quest for Artificial Intelligence - and Where It's Taking Us Next
- By: Luke Dormehl
- Narrated by: Gus Brown
- Length: 8 hrs and 12 mins
- Unabridged
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When most of us think about artificial intelligence, our minds go straight to cyborgs, robots, and sci-fi thrillers where machines take over the world. But the truth is that artificial intelligence is already among us. It exists in our smartphones, fitness trackers, and refrigerators that tell us when the milk will expire. In some ways the future people dreamed of at the World's Fair in the 1960s is already here. We're teaching our machines how to think like humans, and they're learning at an incredible rate.
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Mostly platitudes with no depth
- By Gary on 03-24-17
By: Luke Dormehl
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I'm Afraid Debbie From Marketing Has Left for the Day
- How to Use Behavioural Design to Create Change in the Real World
- By: Morten Münster
- Narrated by: David Bateson
- Length: 9 hrs and 27 mins
- Unabridged
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With more than 50,000 copies sold in Denmark, this book has been on the bestseller list since its publication in 2017. Barack Obama used a secret competitive advantage to win two elections. Companies such as Google, Amazon and Novo Nordisk use the same insight to stir up innovation, increase compliance, improve the work environment and sell more products. And successful management groups in the C20 index have started using it as their preferred strategy. But what kind of insight are we talking about here? The answer is - behavioural design.
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Great, practical summary of behaviour design
- By Elena on 06-01-21
By: Morten Münster
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Bozo Sapiens
- Why to Err Is Human
- By: Michael Kaplan, Ellen Kaplan
- Narrated by: Victor Bevine
- Length: 9 hrs and 46 mins
- Unabridged
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Our species, it appears, is hardwired to get things wrong in myriad different ways. Why did recipients of a loan offer accept a higher rate of interest when a pretty woman's face was printed on the flyer? Why did one poll on immigration find the most despised aliens were ones from a group that did not exist? What made four of the Air Force's best pilots fly their planes, in formation, straight into the ground?
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A tour de force
- By Ivan on 07-05-11
By: Michael Kaplan, and others
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Kind of OK until the last chapter
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A riveting account of the birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games. From its origins in the research labs of the 1940s to the groundbreaking success of the Wii, Replay sheds new light on gaming's past.
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Game Thinking
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In this groundbreaking audiobook, Amy Jo Kim lays out a step-by-step system for crafting products that people love...and keep loving. The secret? Develop “impossible to put down” products by using techniques that the fast-moving games industry employs when making games that glue millions of players to their screens.
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Amalgamation of past and future processes
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Skyrim, with its in-depth world building and talented design, didn't just happen overnight. It took years of planning and hard work. But every game designer started where you are now. Find out how you can get started in game design.
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Do you love gaming? Do you have ideas for games of your own and want to learn how to produce them professionally? Longtime game designer Justin Gary has the answers you seek. After 20 years in the gaming industry, creating such games as Solforge, Ascension, and the World of Warcraft Miniatures Game, Justin is now sharing all his secrets in Think Like a Game Designer. Best of all, Justin’s secrets are really simple, practical, and common sense steps you can take yourself.
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Do you like quotes?
- By Reaver on 04-05-24
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I wanted to like this book.
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The Psychology of Zelda
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Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword.
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Kind of OK until the last chapter
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A riveting account of the birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games. From its origins in the research labs of the 1940s to the groundbreaking success of the Wii, Replay sheds new light on gaming's past.
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Excellent Book
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Game Thinking
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Amalgamation of past and future processes
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Do you love gaming? Do you have ideas for games of your own and want to learn how to produce them professionally? Longtime game designer Justin Gary has the answers you seek. After 20 years in the gaming industry, creating such games as Solforge, Ascension, and the World of Warcraft Miniatures Game, Justin is now sharing all his secrets in Think Like a Game Designer. Best of all, Justin’s secrets are really simple, practical, and common sense steps you can take yourself.
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Do you like quotes?
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Video Game Storytelling
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With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process - by all members of the team.
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Nice but shallow
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Doom Guy: Life in First Person is the long-awaited autobiography of gaming’s original rock star and the cocreator of DOOM, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty. Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career.
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Intimate stories of gaming history in First Person
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Lost in a Good Game
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When Pete Etchells was 13, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify "game addiction" as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games via scientific study....
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Not actually a book about video games
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Game On!
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Veteran video-game designer Dustin Hansen takes YA listeners on a fun and fascinating trip through the brief but intensely innovative history of video games. Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.
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This is one of the best books I’ve read
- By K Brown on 08-13-23
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You Said This Would Be Fun
- What Makes a Game Good and How to Make a Good Game
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Good games don’t emerge out of thin air. Game design is a craft, and as in any other craft, there are skills and knowledge, acquired through study and practice, that accelerate progress toward better games. You Said This Would Be Fun explores these skills, explaining how great games exhibit qualities that designers of all experience levels can strive to emulate.
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Excellent overview of many board-game related topics.
- By Andrew Darlow on 05-05-23
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Super Mario
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Nintendo has continually set the standard for video game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market.
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Not Exciting
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Actionable Gamification
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The new era of gamification and human-focused design optimizes for motivation and engagement over traditional function-focused design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment.
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Just a bunch of rules and no source references
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Reality Is Broken
- Why Games Make Us Better and How They Can Change the World
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In today’s society, games are fulfilling real human needs in ways that reality is not. Hundreds of millions of people globally - 174 million in the United States alone - regularly inhabit game worlds because they provide the rewards, stimulating challenges and epic victories that are so often lacking in the real world. Jane McGonigal argues that we need to figure out how to make the real world—our homes, our businesses and our communities—engage us in the way that games do.
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Starry-eyed but inspiring
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A History of Video Games
- By: Jeremy Parish, The Great Courses
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- Original Recording
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Since their arrival in the mid-20th century, video games have become a sprawling, multi-billion dollar business. On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room.
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A fairly shallow and disjointed series of lectures
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Gamedev
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The book guides you through a step-by-step process of making a commercial game. It teaches you how to learn all the necessary skills and covers various aspects of game development: mindset, preproduction, funding, business, law, development, marketing, PR, publishing, distribution, as well as pre-launch, launch, and post-launch strategies.
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The bible of modern game development.
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Sid Meier's Memoir!
- A Life in Computer Games
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- Narrated by: Charles Constant
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- Unabridged
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Overall
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Performance
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Story
Over his four-decade career, Sid Meier has produced some of the world's most popular video games, including Sid Meier's Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier's Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry.
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Only the Interesting Stuff
- By R. Squyres on 10-05-21
By: Sid Meier, and others
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The Ultimate History of Video Games, Volume 1
- From Pong to Pokemon and Beyond . . . The Story Behind the Craze That Touched Our Lives and Changed the World
- By: Steven L. Kent
- Narrated by: Dan Woren
- Length: 23 hrs and 29 mins
- Unabridged
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With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning.
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Misleading title for an otherwise excellent book
- By CJ on 09-26-23
By: Steven L. Kent
What listeners say about Getting Gamers
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- dr yeyo
- 11-23-22
Amazing! You need this one
Amazing audible, I am an old school gamer and neuroscientist, and I love it. This book has great examples and is very easy to ear for no native English speakers.
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- Paul
- 02-08-24
This Book is Amazing
If you like video games or want to better understand people who do, and if you like psychology, you will love this book.
I have read a lot of "Psychology of ___" books, and most are either (a) kinda complicated or (b) trying to shove all kinds of psychology ideas in while loosely tying them to the topic. This one is neither.
Every topic is clear and shows another facet of how video games are designed to interact with your brain, AND every topic is easy to understand for someone with zero psychology training (such as me).
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- Lunabird
- 10-26-24
Great topic for this narrator and writer pairing.
The book is fun, curious, and informed, and the narrator delivers the writer's voice so well! An easy listen with lots of "huh!" and "aha!" moments for me.
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- J.D. McPherson
- 02-15-22
Best gaming book I've listened to
I was recently christened as a product manager for a company that pivoted to gaming. In a panic, I grabbed as many books as I could through Audible, Kindle, and physical paperback. Honestly, most of them re crap. This was the one diamond packed full of useful information to help me become somewhat competent
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- Mike
- 02-22-23
Nice overview of the gaming related science.
This book was exactly what I was looking for. I was very interested in science related to gaming and was looking for a book that married an examination of the scientific literature with something that was fun and digestible. This book did it. I'm a psychologist but was interested in this topic more for leisure and didn't want to scour the literature on this topic for my own research. I think this a great book for anyone interested in learning more about gaming and some of the associated science (as well as the everyday applicability of psychological science). Thanks to the author for writing this and highlighting gaming psychology in a nuanced and generally thoughtful manner.
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- Jody
- 01-08-20
Great look into why we play
A deep look into the reasons people play games and why monetization has been changing.
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- Mateo
- 01-28-21
Amazing
Very good way for game designers to improve their game creating abilities, planing and implementing
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- Ahmed
- 09-07-20
good book, bad reader
the book is actually very good, it has a lot of information that game designers can use and develop from, also it is very entertaining to see how we think about video games as a whole
this is just a slight nitlick but the reader is very bad at selling enthusiasim and sarcasm, most of the jokes come out dry because the reader is not a gamer to begin with
but overall a good book to listen to and a great time
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- Elizabeth D
- 12-08-22
Pretty Good Textbook
This book was used as our textbook for my Game Psychology class.
I read this as an audiobook, and it’s pretty funny. The text itself is filled with stories and doesn’t feel like a textbook, which can be difficult when it comes to gathering and understanding the Psyche Affects. Thanks to the review at the end of each chapter, though, I was able to understand what affects were being talked about, and it was also easier to reference the end of chapters when doing assignments.
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- Saul Cabrera
- 06-02-21
very interesting and eye opening.
The content was engaging, narrator was..meh. actually made me consider getting the hard copy
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