- 5G (Fifth Generation), usage, 181–183, 193
- 100 Thieves (gaming/esports organization), 151, 164
- A
- Abner, Seth, 138
- Achievement (Yee gaming categorization), 53
- Achievers (player type), 52
- Actions per minute (APM) measurement, 109
- Activision Blizzard, 130, 159–160
- Ad blocker, defeat, 156–157
- Addiction, 59
- gaming, relationship, 64–68
- Adventure (Atari release), 28
- Adventureland, ads (featuring), 76
- Advergame, creation (result), 95
- Advergaming, 79, 93–96
- Advertisements
- hard coding, 76–77
- insertion, 92–93
- placements, 161–162
- purchasing, simplicity, 155–156
- tracking, 80
- Advertising, 80–88
- buys, appeal, 81
- interstitial/adjacent placements, occurrence, 85–86
- Affective economies/media, 47–48
- Affective media, 54
- Alphabet (Google), 174
- Ambiance motivation (viewership), 142
- America Online (AOL), access, 50–51
- Android operating system (Google), 35, 36
- Angry Birds, popularity, 35–36, 91
- Anys, Imane, 141, 166
- Apple iPhone
- cultural shift, 195
- launch/release, 34, 35
- App Store, launch, 34
- Arcade games, lucrativeness, 20
- Arcade gaming, defining, 21
- Archmage Arugal, 3
- ARMA 2, PlayerUnknown's Battlegrounds (PUBG), launch, 131–132
- Asian Financial Crisis (1997), 124
- Aspirational motivation (viewership), 141
- Atari
- Adventure, release, 28
- gaming entry, 21
- Augmented reality (AR), 176, 177–180, 193
- Autonomy (psychological need/motivation), 53
- Avatars, attractiveness, 56
- B
- Baby Boomers, Myst usage, 29–30
- Bartle, Richard (taxonomy), 52
- Beaham IV, Hershel, 144
- Best‐in‐class mechanism, usage, 86
- Best‐in‐class reporting, 80
- Big Computer Era (1962‐1971), 15, 18–19
- Bioware, remasters, 48–49
- Blevins, Tyler, 140, 165
- Blockbuster hit, impact, 33–34
- Blockbuster models, 28–29, 31, 39
- Blockchain technology, 183–186, 193
- commonness, increase, 84
- impact, 7
- Blue chip brands, investment, 103
- Brand
- authenticity, 153
- logos, featuring (acceptability), 149–150
- placements, hard coding, 76–77
- safety, 59, 78
- Branding power, 162
- Broadcast exclusivity, problem, 158
- Brookhaven National Laboratory, 18
- Businesses
- decision makers, integration opportunities (potential), 150
- diversified models, adoption, 77
- game viewing, opportunities, 149
- gaming integration opportunities, 75
- Buying methods, 80
- C
- Call of Duty (Activision Blizzard), 138, 160
- Capcom, 114
- Carmack, John, 28, 187
- Casual games/players, 182
- description, 32–33
- in‐game boosters, usage, 40
- scaling, 36–37
- Casual Revolution (2006‐Now), 16–17, 32–41
- Casual Revolution, A (Juul), 32
- Centipede (violence), 63
- Chex Quest, popularity, 94
- Cloud gaming, 193
- concept/experience, 181–183
- emergence, 180
- Cloud technologies, 5G (combination), 183
- Coin Drops and Consoles Era (1972‐1984), 15, 20–24
- Coin‐operated amusements, advancement, 20
- Coleco, gaming entry, 21
- Collis, William, 107
- Community motivation (viewership), 142
- Competence (psychological need/motivation), 53
- Competitive entertainment, gaming (impact), 190
- Competitive gaming, 114
- formalized business, newness/instability, 102–103
- localization, 104
- mainstream eventuality, 105
- Competitive ladders, 57, 108–109
- Computational technology, pushing, 26–27
- Console and Culture Wars (1985‐1993), 16, 24–26
- Consoles
- console‐based games, 82
- console gaming, Nintendo dominance, 34–35
- disruption, 26–27
- purpose‐built consoles, 37
- Consumer
- data, evolution, 43
- taste, misunderstanding/miscalibration, 136
- Content creators, impact, 141
- Content Era (New Professionalized Era) (2016‐Now), 120, 130–132
- Content marketing, 152–153, 163–166
- Cord cutting/nevering behaviors, exhibition, 151
- Corporate alliances, usage, 89
- Counter‐Strike (Valve), 125, 159
- Counter Strike: Global Offensive, popularity, 108, 113
- COVID‐19 pandemic, impact, 4–6, 66
- Crazy Taxi (tasks), 91
- Creativity, limit, 196
- Creativity/performance, streamer motivation, 143
- Cryptocurrencies, 84, 183–184
- Cultural/social background, establishment, 45
- Cutscenes, usage, 32
- Cyberathlete Professional League (CPL), 124
- Cyber Gaming Series (CGS)
- DirectTV debut/failure, 125
- features, 130
- D
- Damage‐dealer (DPS) role, 4
- Deathmatch 95 event, 126
- Decentralization, 174, 183
- Defense of the Ancients (Dota) (Valve), 128–129, 160
- Deindividuation, process, 56–57
- Delivering the Win (sponsored segment), 161–162
- Demographic, games (appeal), 17
- Digital assets, ownership, 184
- Direct advertisements, 90
- Direct gaming, opportunities, 155
- Display banners, 86
- Dominant culture, bounds, 25
- Donner Model 30 computer, usage, 18
- DOOM (id Software), 122, 139, 185
- Downloadable content (DLC), 82
- narrative, extension, 189
- Dual Screen (DS), 35
- Dungeons and Dragons (D&D), 26, 29
- release, 23
- usage, adult panic, 23–24
- Durables (game award type), 84
- E
- E3 (video game industry event), 144
- Easter Egg, appearance, 28
- Easy Mode, 37, 38, 41
- Educational motivation (viewership), 141–142
- Electronic Arts (EA)
- FIFA International Soccer, Adidas branding, 87
- game development, blockbuster model, 28
- Electronic Sports League (ESL), operation, 160–161
- End cards, attachment, 95
- Entertainment motivation (viewership), 142
- Entertainment Software Ratings Board (ESRB), games grading, 61–62
- Entropia (MMO), 185
- Epic, impact, 159–160
- Esports, 101
- advertising, 155–158
- audiences, diversification, 159
- business, 111–112
- challenges/considerations, 111–114
- cultural/technological roots, understanding, 119
- defining, 106–111
- ecosystem, stakeholders (presence), 158–159
- fandom, reliance, 113
- gaming, contrast, 149–150
- history, 119, 192
- knock‐on effects, 182
- mass appeal, 125
- opportunities, 168t
- physicality, 109–110
- playing, 5–6
- professional/athlete, 110
- prominence, 117–119, 150–151
- rise, 182–183
- sponsorships, 152, 157–162
- streaming, conflation, 152
- structuring, attempts, 105
- success, characteristics, 107
- Twitch, impact, 127
- viewership, debate, 112
- watching, reasons, 106
- Etchells, Pete, 60
- Eternal September, The (The September that Never Ended), 51
- Explorers (player type), 52
- Extended reality (XR), 179–180
- External messaging placements, 55
- F
- Facebook Gaming, contracts, 164–165
- Facebook, renaming, 173–174
- Familiarity bias, 62
- Fan, concept (application), 46–47
- Fandom, 57
- cultivation, 138–139
- sharing, 142
- term, derivation, 46–47
- threat, 51
- Farmville, popularity, 36
- FaZe Clan (gaming/esports organization), 151, 164
- Feed‐based social media, usage, 155
- Feeding Frenzy festivities, hosting, 162
- Fifth Generation (5G), usage, 181–183, 193
- Fighting game community (FGC), representation narrowness, 113–114
- Final Fantasy, 5
- First(ish) move advantage, 155
- First‐person shooter (FPS) competitions, 162
- First‐person shooter (FPS) games, 122
- Fong, Dennis, 122–123
- Forte, 184
- Fortnite (Epic Games), 187–188
- Fortnite Championship Series, 132
- Free‐to‐play games
- durables/hard currency, reliance, 84–85
- economies, flexibility, 83
- fan problems, 70–71
- money, spending, 77–78
- Free‐to‐play mechanisms, reliance, 82
- Free‐to‐play models, adoption, 77
- Free‐to‐play philosophy, 39
- Full funnel esports developers, 162
- Full funnel publishers, impact, 160
- G
- G4 TV, relaunch, 151
- Gacha games, monetization tactics, 67, 68
- Gameboy, release, 35
- Game consoles, proliferation, 21–22
- Game design, friendliness, 33–34
- Game fan, understanding, 190–191
- Game modding, 27
- Game play
- acceleration, 25
- style/attitudes, taxonomy (Bartle), 52
- Gamergate, 59
- Gamers
- analysis, 46–51
- concept, establishment, 44
- defining, 69
- demographic, 41
- exclusionary behaviors, 50–51
- fandom, 51
- idealization, 72
- identity, 26, 44, 49
- label, 46, 49, 50
- mentality, 40
- motivation/psychology, 43
- players, best‐in‐class examples, 77
- stereotype, 44
- streaming/streamers, 135
- tension, 37
- Games
- achievement, meritocracy, 40
- advertising, 79, 86–88
- balancing, 154
- better‐fit placements, 81
- cognitive/physical engagement, 65
- development, blockbuster model, 39
- economies, 84
- Entertainment Software Ratings Board (ESRB) grading, 61–62
- experiences, psychology, 175–176
- fragmentation, 153
- game play, skill (encouragement), 69–70
- integrations, determination, 91–92
- internet streaming, 135
- IP, popularity (increase), 78
- IP utilization, advantages, 89
- mastery, 57
- mechanics, mastery, 54
- NFT‐enabled play to earn games, proliferation, 185–186
- niche activity, 14
- pay to win games, concept, 185
- psychology, 26, 51, 78
- social elements, 56
- streaming, 135, 192–193
- system interoperability, 184–185
- tricks, 13–14
- UX design, dark patterns, 67–68
- viewing, 149–152, 154
- watching, 104–106, 136
- work, relationship, 135
- Games Done Quick, 139
- Gamevertising, 79, 93–96
- Gaming. See Video gaming
- access, 22
- addiction, 64–68
- adoption, technology question, 14
- business, complexity, 175
- China, crackdown, 66
- cloud gaming, emergence, 180
- commercialization, 24
- conversations, acceleration, 10–11
- COVID‐19, impact, 4–5
- cultural acceptance, 17
- difficult level, setting, 96, 98
- disorder (ICD categorization), 65–67
- ecosystem, 71, 175–176
- esports, contrast, 149–150
- fans, impact, 194–195
- importance, 8–11, 48
- influencers, 163–165
- integration opportunities, 75
- interest/attention, 45
- mobile gaming, proliferation, 38
- moment, 3, 7
- moral panic, 49–50, 64
- motivations, understanding, 52–57
- opportunities, 9, 97t
- organizations, success, 165
- outside integrations, opportunities, 76
- participatory media, 175
- phones, importance, 27
- problems, 59–60
- professional side, focus, 5
- psychological needs/motivations, 53
- psychology/culture, 191
- quality of life design, rise, 33
- reach/transaction, 41–42
- reasons, 43
- regulation enforcement, impossibility, 66
- reputation, 49–50
- rise, 15–17, 182–183
- seriousness, 31–32
- social/cultural biases, 16
- socialization, 56, 105–106
- status, logic, 13–14
- toxicity/representation, 68–72
- ubiquity, 41
- usage, reasons, 10
- viewership, phenomenon, 192
- violence, relationship, 61–64, 68
- Geek masculinity, 71
- General Aggression Model (GAM), violence/behaviors (linkage), 63
- Get Good (Git Gud), gaming toxicity/representation, 68–72
- Google, 174
- Android operating system, 35, 36
- Google Stadia technology, 37
- Grand Theft Auto V, development costs, 39
- Guitar Hero guitar controller, 32
- H
- Hagenuk MT‐2000 headset, release, 30
- Halo, 140
- Hard currencies (game award type), 84
- Hardware constraints, 31
- Hate raids, Twitch reduction, 140
- Heals, role, 4
- Heilig, Morton, 178
- Higinbotham, William, 18
- Hodent, Cecilia, 60, 67
- Hofstetter, Rachell, 164
- I
- I Love You Colonel Saunders, release, 94
- IMAX screens, immersion, 65
- Immersion, 53–55, 65
- Impression counting, 162
- In‐app purchase (IAP), usage, 84
- Incentive‐based partnerships, 90
- Influencers, 150, 153
- Information, decentralization, 174
- In‐game ads, purchase, 89
- In‐game boosters, usage, 40
- In‐game characters (skins), 40
- In‐game incentives, 86
- In‐game sponsorships, impact, 88–89, 91
- In‐hand controller, usage, 44
- Inspirational motivation (viewership), 142
- Instagram post valuation, 165
- Interactive entertainment, 59
- Interactivity, concept, 55
- Internet‐enabled screen, usage, 37
- internet streaming, 135
- Interstitial ads, 85
- Intuitive controls/rules, impact, 30
- Intuitive motion controls, usage, 34
- Involvement, 55
- iOS (iPhone operating system), 35, 36
- iPhone. See Apple iPhone
- IP ownership, absence, 162
- IP partnerships/sponsorships, 79, 88–93
- IP variety, 141
- Isolation, pandemic imposition, 7
- Iwatani, Toru, 23
- J
- Justin.tv, 145
- Juul, Jesper, 32–33, 37
- K
- Kan, Justin, 145
- Killers (player type), 52
- Kimzey, Tom, 123–124
- Kjellberg, Felix, 139–140, 144
- Klein, Ernest, 173
- Korean e‐sports Association (KeSPA), 124
- Koster, Ralph, 196
- L
- League Championship Series (LCS), 161–162
- League of Legends (LOL) (Riot Games), 73, 112, 128, 131, 161
- ownership, 159
- popularity, 40
- toxicity, 113
- virtual avatars, usage, 70
- Leagues, usage, 160–161
- Legacy gamers, masculinized skill (fetishization), 70
- Legacy sporting organizations, investment, 103
- Legacy TV advertising, monetary value, 43
- Legacy video programming, 150–151
- Legacy web practices, 8
- Life Is Strange, 55–56
- Local area network (LAN) connections, impact, 27–28
- Loot, 184
- Loot boxes, usage, 67, 68
- Loot Llamas, feature, 92
- Lopez, Maria, 140
- M
- Madigan, Jamie, 60
- Magnavox Odyssey, release, 21
- Mario, allegiances, 25
- Mario Kart (player situation), 91
- Marketers
- games, value, 191
- integration opportunities, potential, 150
- Marketing practices, usage, 8
- Mass Effect (game series), 48
- Massively Multiplayer Online (MMO), 177, 185
- Massive Online Battle Arenas (MOBAs), origination, 128
- Media
- game massification, 17
- legacy forms, 40
- platforms, impact, 161–162
- Messaging, requirements, 167
- Meta (Facebook), 173–175
- Metaverse, 7, 8, 173, 175, 177
- Microsoft, console products, 25
- Microsoft Windows 3.0, release, 29–30
- Microsoft Xbox Live, 69
- Microsoft Xbox, technological/graphical dominance, 34
- Microsoft XCloud technology, 37
- Microtransactions, 39, 67, 82, 83
- Mid‐roll video ads, usage, 155–156
- Mimetic controls, implementation, 34–35
- Mimetic interfaces, 40–41
- Minecraft, 139–140, 194
- Mixed Martial Arts broadcasts, 129
- Mixed reality (MR), 177–180
- application, 182
- experiences, technology (impact), 180
- Mobile gaming, proliferation, 38
- Mobile phones
- game development, 30–31
- gaming importance, 27
- Modding, 47. See also Game modding
- Moral panics, 44, 49–50, 66
- cycle, predictability, 50
- pattern, predictability, 64
- Mortal Kombat (violence), 61
- Motion‐controlled remote, usage, 34
- Ms. Pac‐Man, 23
- Multifaceted relationships, consumption/integration, 7
- Multiplayers, 101
- Multi‐User Dungeon computer games (MUDs), 23, 29, 52
- Myst, Baby Boomer usage, 29–30
- N
- Native placements, differentiation, 156
- Netflix, disruption, 136
- Networked Era (2009‐2015), 120, 126–130
- Networking play, 27
- Niche audience, scaling (potential), 104–105
- Night Trap (sexualized scenes), 61
- Nimrod Digital Computer, usage, 18
- Nintendo DS hand‐held console, usage, 35
- Nintendo Entertainment System (NES), 24–25, 38, 114
- commercial brawl, 25
- esports participation, 121–122
- World Championship, 121–122
- Nintendo Game Cube, reaction, 34
- Nintendo Power (fanzine), 24–25
- Nintendo Virtual Boy, 178
- Nintendo Wii, 34–35
- Nokia N‐gage, 31
- Nokia phones, availability/popularity, 30–31
- Non‐fungible tokens (NFTs), 183–186
- NFT‐enabled play to earn games, proliferation, 185–186
- Non‐game elements, acceptance, 82
- Novelty Era (1972‐1996), 119, 121–123
- O
- OBS Studio, 145
- Oculus Quest, 178, 186
- Offer walls, 86
- Olatunji, Olajide Olayinka Williams (KSI), 165
- Olympiad (2020), abnormality, 5
- one‐person (adj.)
- One‐person shows, operation, 166
- Ongamenet (OGN), 124
- Online Era (1997‐2008), 119–120
- Online gaming, culture permeation, 126
- Operant conditioning, 57, 67
- Othering, 44, 71, 190–191
- Other, propensity, 44–45
- Outcast culture, crafting, 44
- Over‐the‐top (OTT) streaming services, 151
- Overwatch (Activation Blizzard), 160
- Overwatch League (OWL) (Blizzard Entertainment)
- launch, 130
- Riot, relationship, 131
- P
- Pac‐Man, 23
- impact, 32
- popularity, 114
- violence, 63
- Paragon, 48
- Participatory culture, usefulness, 47–48
- Partnerships
- messaging, resonance (increase), 95
- prospects, 166
- Partnerships, importance, 93
- Paul, Christopher A., 60, 69
- Pay to win games, concept, 185
- PC and Mobile Era (1990‐2005), 16, 26–32
- PC Bangs, proliferation, 124
- PC‐based games, technological innovation, 29–30
- PC Rooms, 124
- Personal avatars, attractiveness, 56
- Personal computers (PCs), 27
- Personality‐based streamers, 139–140
- Phones. See Mobile phones
- Physicalmedia, impact, 29
- Play
- branding, 93–96
- experience, transformation (streamer motivation), 143
- work, blurring, 176
- Playable advertisements, impact, 95
- Playables, 93–96
- Play as work, tension (management), 154
- Players
- player‐forward options, 86
- skill‐based players, 139–140
- skins, featuring, 92
- technological interface, control, 110
- Player vs. environment (PVE) challenge, 107
- Player vs. player (PVP) challenge, 107
- Play session, noncommittal time commitment, 30
- PlayStation. See Sony PlayStation
- Playstation Home (game platform), 193
- Point of no return, 189
- Point of view (POV), 92, 105, 173
- Pokémon Go, 179
- Pong, 15, 19–20, 23, 101
- Pre‐roll inventory, problems, 157
- Pre‐roll video ads, usage, 155–156
- Priming, usage, 56–57
- Professional aspirations/expectations, streamer motivation, 143–144
- Programmatic ad exchanges, 87–88
- Project Gotham Racing, 125
- Protector of the group (Tank), role, 4
- Proteus Effect, 56
- Przylbylski, Andrew, 60, 62
- Q
- Quake, 139
- Quality of life, 33, 37–38, 40–41
- Quinn, Zoe, 59
- R
- Rad Racer (Nintendo), 121
- Random assortment of players (randos), team members, 4
- Razor and blade economic model, 39
- Ready Player One (Klein), 28, 173, 196
- Relatedness (psychological need/motivation), 53
- Renegade response, 48
- Representation, 59
- Return on investment (ROI), weighting, 80
- Revenue streams, 39–40
- Rewarded video, 85
- Riot Games, 73, 128, 131
- Robinett, Warren, 28
- Roblox (platform), usage, 94–95, 187, 194
- Rock Band, 32
- Romero, John, 28
- RTS, 166
- S
- Screen time, moral panic, 49–50
- Second Life (game platform), 193
- Sega, commercial brawl/fading, 25
- Self‐categorization theory, 49
- Self‐determination theory framework, 53
- Self‐perception theory, 56
- Shadowfang Keep, 3, 7–8
- Shinzo, Abe, 5
- Short‐term memory storage, impact, 27
- Skill barriers, 37
- Skill‐based players, 139–140
- Skill‐based streamers, 138
- Skins, 40, 84, 90, 92
- Slot machine, psychology, 67
- Smash Bros. (Nintendo), 108
- Snake (game), 30, 32
- Snapchat, AR features, 179
- Snow Crash (Stephenson), 173, 174, 196
- Social (Yee gaming categorization), 53
- Social connections, streamer motivation, 143
- Social connectivity, gaming (impact), 190
- Socialization, 56–57
- Socializers (player type), 52
- Socializing, conduit, 54
- Social media
- emergence, 8
- feed‐based social media, usage, 155
- heuristic, application, 47
- moral panic, 49–50
- Soft currencies (game award type), 84
- Solitaire
- device‐packaged game, 32
- digital version, 29–30
- game representation, 30
- Sonic, allegiances, 25
- Sonic the Hedgehog, 5
- Sony, console products, 25
- Sony Play Station Portable, announcement, 31
- Sony PlayStation, technological/graphical dominance, 34
- Space Invaders (Atari), 21
- Championship, creation, 121
- popularity, 114
- Spacewar!, 19, 117, 121
- Spatial presence, concept, 54–55, 65
- Speedrunning categories, 139
- Sponsorships, value/focus, 157–158
- Spotlight (McDonald's/FaZe Clan partnership), 164
- Stadia (Google), 181
- Stakeholders, navigation, 153
- Starcraft 2, 159
- Starcraft II
- competition, 128
- strategy requirement, 109
- Starcraft, popularity, 124
- Static banner ads, usage, 8
- Steam, VR headset usage, 178
- Stephenson, Neal, 173
- Stitched placements, differentiation, 156
- Story Mode, 37
- Streamers
- fame, 144–145
- influencer/content marketing, 152–153
- main act, 141
- motivations, Taylor identification, 143–144
- personality‐based streamers, 139–140
- skill‐based streamers, 138–139
- success, 165
- types/motivations, 137–146
- wages, contrast, 164
- Streaming
- advertising, 152, 155–158
- business, 145
- content, 155
- esports, conflation, 152
- influencers, content marketing, 163–166
- phenomenon, impact, 136–137
- platforms, impact, 161–162
- schedule, setup, 145–146
- services, exit strategy, 138–139
- Street Fighter II, popularity, 114
- Summer Games (Los Angeles), 6
- Summer Games (Tokyo), countdown, 5
- Super Mario, 5
- Super Mario Bros, defeat, 38
- Super Mario Brothers 3 (Nintendo console game), 27, 121, 122
- T
- Tapper, popularity, 93–94
- Taxonomy (Bartle), 52
- Taylor, T.L., 60, 71, 141
- Team Player Behavior, 73
- Technological device, usage, 30
- Technology
- advancement, 25, 78
- future, depiction, 173
- revolutions, 16
- threading, 14–15
- understanding, 190
- Telesphere Mask (Heilig), 178
- Television (TV)
- broadcast TV, struggle, 118
- legacy TV advertising, monetary value, 43
- tricks, 13
- Tennis for Two, design, 18
- Tetris, breakout hit, 30
- Texas Hold 'Em Poker, release, 36
- Third‐party avatars, attractiveness, 56
- Touch screens, normalization, 35–36
- Tournaments, usage, 160–161
- Toxicity, 59, 68–72, 113, 191
- Toxic meritocracy, 69
- Traditional gamer demographic, conformance, 140–141
- Tribalism, 44
- Turkle, Sherry, 195
- Twitch, 142, 145, 154
- U
- Unity (development platform), 92
- Usenets (communication channel), 51
- User‐generated content (UGC), 141, 194
- emergence, 8
- heuristic, application, 47
- risk, 144
- UX design, dark patterns, 67–68
- V
- Valorant (Riot Games), 159
- Value
- creation, 196–197
- unblocking, 183–186
- Valve (publisher), 159–160
- Variety/personality game streamers, 137
- Video advertisement, impact, 87
- Video arcades, presentation, 20
- Video games
- consoles, participation/expense, 22
- ecosystem, discussion, 136
- enthusiasm, 24
- playing/watching, 45
- Pong (success), 19
- sales, 39
- social acceptability, increase, 20–21
- streamers, 136
- understanding, evolution, 7
- usage, 176
- Video gaming, 5
- congressional hearings, 26
- pursuit/business, 9
- rise, reconciliation, 9–10
- Viewership, motivations, 141–142
- Violence, 59
- behaviors, studies, 63–64
- game popularity, 64
- gaming, relationship, 61–64, 68
- metricization, difficulty, 63
- Virgin (software developer), 94
- Virtual avatars, usage, 70
- Virtual billboards, usage, 55, 80–88
- Virtual Olympic Series, 6
- Virtual reality (VR), 176, 177–180, 193
- experiences, inexpensiveness, 180
- Virtual worlds
- business integration, 8–9
- construction, gaming (impact), 190
- W
- Wang, Rumay, 140
- WASD keys, usage, 122–123
- Web 2.0
- development, 195
- rejection, 174
- Web 3.0
- Web browsers, games access, 36
- Whales, player classification, 68
- Wii. See Nintendo Wii
- Windows 95, usage, 122–123
- Wizard, The (Nintendo ad), 122
- Work, play (blurring), 176
- World of Warcraft, 4, 185
- Y
- Yo‐hwan, Lim, 124
- YouTube, 142, 155
- contracts, 164–165
- esports usage, 127–128
- gaming, 137
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