Index

  • 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
    • applications, 182
  • 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
    • imitation, 94
    • impact, 123
    • release, 27–28, 31
  • 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
    • consumer adoption, 16
  • 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
    • contracts, 164–165
    • gaming, 137
    • hate raids reduction, 140
    • streamer payouts, 163
    • usage, 68–69, 120, 127, 130–131
  • 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
    • popularity, 108
  • 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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