The Players' Realm
Studies on the Culture of Video Games and Gaming
Herausgeber: Williams, J. Patrick; Smith, Jonas Heide
The Players' Realm
Studies on the Culture of Video Games and Gaming
Herausgeber: Williams, J. Patrick; Smith, Jonas Heide
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest.
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest.
Produktdetails
- Produktdetails
- Verlag: McFarland & Co Inc
- Seitenzahl: 316
- Erscheinungstermin: 28. März 2007
- Englisch
- Abmessung: 229mm x 152mm x 19mm
- Gewicht: 416g
- ISBN-13: 9780786428328
- ISBN-10: 0786428325
- Artikelnr.: 22159674
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: McFarland & Co Inc
- Seitenzahl: 316
- Erscheinungstermin: 28. März 2007
- Englisch
- Abmessung: 229mm x 152mm x 19mm
- Gewicht: 416g
- ISBN-13: 9780786428328
- ISBN-10: 0786428325
- Artikelnr.: 22159674
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
J. Patrick Williams is an assistant professor of Sociology at Arkansas State University. Jonas Heide Smith has a Ph.D. from the Center for Computer Games Research at the IT University of Copenhagen and currently heads the university's MSC program in Digital Design and Communication.
Table of Contents
Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship
1. Who Governs the Gamers?
2. Terms of Service and Terms of Play in Children's Online Gaming
3. Narrative Power in Online Game Worlds: The Story of Cybertown
4. Law and Disorder in Cyberspace: How Systems of Justice Developed in
Online Text-Based Gaming Communities
Section 2: Discourse and Ideology
5. From The Green Berets to America's Army: Video Games as a Vehicle for
Political Propaganda
6. Rhetorics of Computer and Video Game Research
7. From Margin to Center: Biographies of Technicity and the Construction of
Hegemonic Games Culture
8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape
Section 3: Experience and Identity
9. The Player's Journey
10. Mutual Fantasy Online: Playing with People
11. From Dollhouse to Metaverse: What Happened When The Sims Went
Online
12. Platform Dependent: Console and Computer Cultures
Section 4: Consumption and Community
13. Mapping Independent Game Design
14. Desire for Commodities and Fantastic Consumption in Digital Games
15. Reading and Playing: What Makes Interactive Fiction Unique
About the Contributors
Index
Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship
1. Who Governs the Gamers?
2. Terms of Service and Terms of Play in Children's Online Gaming
3. Narrative Power in Online Game Worlds: The Story of Cybertown
4. Law and Disorder in Cyberspace: How Systems of Justice Developed in
Online Text-Based Gaming Communities
Section 2: Discourse and Ideology
5. From The Green Berets to America's Army: Video Games as a Vehicle for
Political Propaganda
6. Rhetorics of Computer and Video Game Research
7. From Margin to Center: Biographies of Technicity and the Construction of
Hegemonic Games Culture
8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape
Section 3: Experience and Identity
9. The Player's Journey
10. Mutual Fantasy Online: Playing with People
11. From Dollhouse to Metaverse: What Happened When The Sims Went
Online
12. Platform Dependent: Console and Computer Cultures
Section 4: Consumption and Community
13. Mapping Independent Game Design
14. Desire for Commodities and Fantastic Consumption in Digital Games
15. Reading and Playing: What Makes Interactive Fiction Unique
About the Contributors
Index
Table of Contents
Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship
1. Who Governs the Gamers?
2. Terms of Service and Terms of Play in Children's Online Gaming
3. Narrative Power in Online Game Worlds: The Story of Cybertown
4. Law and Disorder in Cyberspace: How Systems of Justice Developed in
Online Text-Based Gaming Communities
Section 2: Discourse and Ideology
5. From The Green Berets to America's Army: Video Games as a Vehicle for
Political Propaganda
6. Rhetorics of Computer and Video Game Research
7. From Margin to Center: Biographies of Technicity and the Construction of
Hegemonic Games Culture
8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape
Section 3: Experience and Identity
9. The Player's Journey
10. Mutual Fantasy Online: Playing with People
11. From Dollhouse to Metaverse: What Happened When The Sims Went
Online
12. Platform Dependent: Console and Computer Cultures
Section 4: Consumption and Community
13. Mapping Independent Game Design
14. Desire for Commodities and Fantastic Consumption in Digital Games
15. Reading and Playing: What Makes Interactive Fiction Unique
About the Contributors
Index
Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship
1. Who Governs the Gamers?
2. Terms of Service and Terms of Play in Children's Online Gaming
3. Narrative Power in Online Game Worlds: The Story of Cybertown
4. Law and Disorder in Cyberspace: How Systems of Justice Developed in
Online Text-Based Gaming Communities
Section 2: Discourse and Ideology
5. From The Green Berets to America's Army: Video Games as a Vehicle for
Political Propaganda
6. Rhetorics of Computer and Video Game Research
7. From Margin to Center: Biographies of Technicity and the Construction of
Hegemonic Games Culture
8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape
Section 3: Experience and Identity
9. The Player's Journey
10. Mutual Fantasy Online: Playing with People
11. From Dollhouse to Metaverse: What Happened When The Sims Went
Online
12. Platform Dependent: Console and Computer Cultures
Section 4: Consumption and Community
13. Mapping Independent Game Design
14. Desire for Commodities and Fantastic Consumption in Digital Games
15. Reading and Playing: What Makes Interactive Fiction Unique
About the Contributors
Index







