Preface: the Revolution of 1972 ixPart I: Playing the Game: Understanding Video Games as Media 11 Introduction: The Gaming Moment 32 Tricks Your TV Can Do: The Rise, Fall, and Rise Again of Gaming 133 Why Do We Game?: Gamer Motivations and Psychology 434 Underworld: Violence, Addiction, Toxicity, Representation, and Brand Safety 595 Getting in the Game (without Changing It): Gaming Integration Opportunities for Businesses 75Part II: Watching the Game: Esports, Streaming, and Games as a Viewing Experience 996 Multiplayer: An Introduction to Esports 1017 Good Luck Having Fun: The Rise of Esports 1178 Work to Play and Play to Work: Game Streaming and Streamers 1359 Unbalanced: Opportunities in Game Viewing for Businesses 149Part III: Storytelling in Virtual Worlds: Future Directions and Conclusions 17110 Life in the Screen: Metaverse and Future Directions 17311 Conclusion: Point of No Return 189Notes 199Acknowledgments 221About the Author 223Index 225
JONATHAN STRINGFIELD, PHD, is a research and marketing executive specializing in technology and gaming, having spent nearly twenty years at companies such as Facebook (Meta), Twitter, and Activision Blizzard. He is a regularly published contributor and speaker in technology on topics ranging from ad-tech to marketing science and consumer psychology. Jonathan holds a PhD in Sociology where his work concentrated on how users of new technology think about topics such as personal identity and privacy and is a lifelong gaming fan.