Games, Online and off

Dimitri Williams and Adam S. Kahn

in The Oxford Handbook of Internet Studies

Published in print January 2013 | ISBN: 9780199589074
Published online March 2013 | | DOI:

Series: Oxford Handbooks in Business and Management

Games, Online and off

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  • Business and Management
  • Business Ethics
  • Knowledge Management



This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.

Keywords: game playing; household; online; Internet Studies; video game industry; casual games; social networks; serious games

Article.  9971 words. 

Subjects: Business and Management ; Business Ethics ; Knowledge Management

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