Authors: Tom Chatfield
Entertainment Software Association of America
61
Entertainment Software Rating Board
62–3
environmental storytelling
119
Epidemiology
journal
174
ergodic texts
200
European Parliament
109
European Union (EU)
69
EverQuest
103
,
104–5
,
167–8
,
177
,
178
exchanges, gaming
164–5
Facebook
33–4
,
37
,
89
,
155
,
162
,
212
,
216
fair play
229
fantasy scenarios
140
real-time sensory
211
Fefferman, Nina H
175
Ferguson, Dr Christopher John:
‘The Good, the Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games’
66
financial crisis (2008-date)
151
,
166
‘Four Keys to releasing emotions during play’
49–51
altered states
50–51
easy fun
50
hard fun
50
the people factor
51
full-body projections
14
fun
browser-based
219
Castronova on
170
defined
8–9
easy
50
and engagement
181
,
186
hard
50
modern games as
23
Seggerman on
181
serious
10
Game Developers Conferences
121
,
220
gamerDNA
48
games
history of xii,
1
rule-making
2
,
3
the universal urge to play
1
games charts
114
games consoles
210
advancement in sudden leaps
31
‘console wars’
21
console-based television service
218–19
copyright protection
28
graphical and processing capacities
21
interface
157
and Japanese firms
21
Lovell on
215–16
the most valuable sector for gaming
33
Nintendo DS
202
,
205–8
Nintendo Wii
23
,
37
,
91
,
138
,
156
,
158
,
160
,
215
,
217–18
Sony PlayStation
22
Sony PlayStation III
215
,
218
Super Nintendo
200
‘walled gardens’
24
Xbox 360
14
,
215
Games for Health conference (Baltimore, 2008)
175
games-based learning
199–208
gaming industry
digital distribution
32
growth of
27–8
,
30
,
38
,
113
,
210–11
invention of new methods and technology
114
mid-priced movement
32
,
33
profitability
31–2
publishers vs. developers
30–31
regional variation
221–3
risk
31
,
32
social and casual gaming
33–7
gaming mechanisms
164–5
Gator Six
195–6
Gentile, Dr Douglas A: ‘Pathological Video Game Use among Youth 8 to 18: A National Study’
73–5
,
76
,
79
Ghostbusters
137
Ghostbusters
films
137
Glow broadband network for schools
205
Goh, Oliver
161
governments
225
GPS-enabled gamers
211
Grand Theft Auto
series
82–3
Grand Theft Auto IV (GTA IV
)
29
,
30
,
81–2
‘grandma gaming’
210
grandparents
62
graphics card
157
Great Purge
229
Greenfield, Susan
76
iD: The Quest for identity in the 21st Century
72–3
griefing
176
group play
51
guilds
95–8
,
100
,
101
,
104
,
105
,
175
Guinness World Records
191
Guitar Hero
91
,
136
,
156
,
157
,
203
,
204
haptic devices
159
‘hard-core’ gaming
129
Harris polls
74
Harry Potter & The Deathly Hallows
(Rowling)
29
Harvard Business Review
98–9
hedonics
174
high-school shootings
67–9
Hitchhiker’s Guide to the Galaxy, The
xii
home game machine, world’s first
19
hostage recovery scenarios
189
How Big is Your Brain?
34
Huizinga, Johan
233
Homo Ludens: A Study of the Play-Element in Culture
229–32
human behaviour, and video games
165–79
human motivators
4
humour
8
I Dig It
213–14
I wish I were the moon
129
id Software
188
improvement
4
in-game interactions
51
Inconvenient Truth, An
(film)
186
Infocom x
installation art
132
intellectual property
60
intelligent shared spaces
160–61
internationalism
2
browser
156
casual gaming
33–7
,
210–12
computers’ unrestricted freedom to browse
24
importance to younger children
64
online pursuits
83
and pornography
83
social relationships
89–90
sub-culture
7
the world’s most important gaming arena
24
internet cafés
80–81