An examination of free-to-play and mobile games that traces what is
valued and what is marginalized in discussions of games.
Free-to-play and mobile video games are an important and growing part of
the video game industry, and yet they are often disparaged by
journalists, designers, and players and pronounced inferior to to games
with more traditional payment models. In this book, Christopher Paul
shows that underlying the criticism is a bias against these games that
stems more from who is making and playing them than how they are
monetized. Free-to-play and mobile games appeal to a different kind of
player, many of whom are women and many of whom prefer different genres
of games than multi-level action-oriented killing fests. It's not a
coincidence that some of the few free-to-play games that have been
praised by games journalists are League of Legends and World of Tanks.