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  • © 2016

Gamer Psychology and Behavior

Editors:

  • Provides coverage of major theoretical perspectives on gamer psychology and behavior
  • Presents a framework for the design of interactive experiences tailored to the needs of players
  • Offers a compare and contrast of different player motivations and play styles

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  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
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Table of contents (9 chapters)

  1. Front Matter

    Pages i-xiv
  2. Neuro-psychology and Gaming

    1. Front Matter

      Pages 1-1
    2. Violent Video Games and Cognitive Processes: A Neuropsychological Approach

      • Metehan Irak, Can Soylu, Dicle Çapan
      Pages 3-20
    3. Why Games Are Fun? The Reward System in the Human Brain

      • Mustafa Balkaya, Guven Catak
      Pages 21-38
  3. Player Behavior and Gameplay

    1. Front Matter

      Pages 39-39
    2. Goal-Directed Player Behavior in Computer Games

      • Barbaros Bostan, Sercan Altun
      Pages 57-71
    3. Designing and Playing to Protest: Looking Back to Gezi Games

      • Tonguc Ibrahim Sezen, Digdem Sezen
      Pages 73-88
    4. Psychological Player Profiling with Action Patterns

      • Barbaros Bostan, Gokhan Sahin
      Pages 89-102
  4. Player Psychology and Motivations

    1. Front Matter

      Pages 103-103
    2. Game Design and Gamer Psychology

      • Barbaros Bostan, Ozhan Tingoy
      Pages 105-121
    3. Self-Determination Theory in Digital Games

      • Ahmet Uysal, Irem Gokce Yildirim
      Pages 123-135
    4. Explorations in Player Motivations: Gamer Profiles

      • Barbaros Bostan, Guven Catak
      Pages 137-153

About this book

This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain andthe concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more.

This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.

Editors and Affiliations

  • Dept. of Information Systems & Technolog, Yeditepe University, Istanbul, Turkey

    Barbaros Bostan

About the editor

Barbaros Bostan is an Associate Professor in the Information Systems Department at the Yeditepe University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, gaming motivations and player profiling. Bostan has teaching experience in the areas of computer games, computer networks and interactive narrative. He is a member of the ACM, Computers in Entertainment Editorial Board.

Bibliographic Information

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access