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The Mythical Mass Market: The Format...
~
Brown, Logan.
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The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
Record Type:
Electronic resources : Monograph/item
Title/Author:
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008./
Author:
Brown, Logan.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2024,
Description:
293 p.
Notes:
Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
Contained By:
Dissertations Abstracts International85-11B.
Subject:
History. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31235846
ISBN:
9798382738055
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
Brown, Logan.
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
- Ann Arbor : ProQuest Dissertations & Theses, 2024 - 293 p.
Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
Thesis (Ph.D.)--Indiana University, 2024.
Gaming 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.
ISBN: 9798382738055Subjects--Topical Terms:
516518
History.
Subjects--Index Terms:
Digital media
The Mythical Mass Market: The Formation of the American Mobile Game Industry 1997-2008.
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Gaming 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.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31235846
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