Gaming Media and Social Effects

Book Series
There are 13 volumes in this series
Published 2014 - 2021

About this series

The scope of this book series is inter-disciplinary and it covers the technical aspect of gaming (software and hardware) and its social effects (sociological and psychological). This book series serves as a quick platform for publishing top-quality books on emerging or hot topics in gaming and its social effects. The series is also targeted at different levels of exposition, ranging from introductory tutorial to advanced research topics, depending on the objectives of the authors.