Utopic Dreams and Apocalyptic Fantasies
Critical Approaches to Researching Video Game Play
Herausgeber: Wright, Talmadge J.; Lukacs, Andras; Embrick, David G.
Utopic Dreams and Apocalyptic Fantasies
Critical Approaches to Researching Video Game Play
Herausgeber: Wright, Talmadge J.; Lukacs, Andras; Embrick, David G.
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Produktdetails
- Produktdetails
- Verlag: Lexington Books
- Seitenzahl: 288
- Erscheinungstermin: 25. September 2010
- Englisch
- Abmessung: 235mm x 157mm x 22mm
- Gewicht: 622g
- ISBN-13: 9780739147009
- ISBN-10: 0739147005
- Artikelnr.: 30627871
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Lexington Books
- Seitenzahl: 288
- Erscheinungstermin: 25. September 2010
- Englisch
- Abmessung: 235mm x 157mm x 22mm
- Gewicht: 622g
- ISBN-13: 9780739147009
- ISBN-10: 0739147005
- Artikelnr.: 30627871
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
J. Talmadge Wright is associate professor of sociology at Loyola University-Chicago. David Embrick is assistant professor of sociology at Loyola University-Chicago. Andras Lukacs is a PhD candidate in sociology at Loyola University-Chicago.
Part 1 I. Introduction
Chapter 2 1. Introduction to Utopic Dreams and Apocalyptic Fantasies
Part 3 II. Modern Play and Technology-Defining Digital Play
Chapter 4 2. The Transformation of Cultural Play
Chapter 5 3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play
Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play
Chapter 7 5. Sneaking Mission: Late Imperial America and Metal Gear Solid
8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self
9 III. Marketing Culture and the Video Game Business
Chapter 10 7. Marketing Computer Games: Reinforcing or Changing
Stereotypes?
Chapter 11 8. Censoring Violence in Virtual Dystopia: Issues in the Rating
of Videogames in Japan and of Japanese Videogames outside Japan
Chapter 12 9. Coding Culture: Video game Localization and the Practice of
Mediating Cultural Difference
Part 13 IV.Researching Video Game Play
Chapter 14 10. Beyond Sheeping the Moon - Methodological Considerations for
Critical Studies of Digital Play
Chapter 15 11. The Chorus of the Dead: Roles, Identity Formation, and
Ritual Processes inside a FPS multiplayer online game
Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies
Part 17 V.Summary and Conclusions
Chapter 18 13. Virtual Today, Reality Tomorrow: Taking Our Sociological
Understanding of Virtual Game play to the Next Level
Chapter 2 1. Introduction to Utopic Dreams and Apocalyptic Fantasies
Part 3 II. Modern Play and Technology-Defining Digital Play
Chapter 4 2. The Transformation of Cultural Play
Chapter 5 3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play
Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play
Chapter 7 5. Sneaking Mission: Late Imperial America and Metal Gear Solid
8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self
9 III. Marketing Culture and the Video Game Business
Chapter 10 7. Marketing Computer Games: Reinforcing or Changing
Stereotypes?
Chapter 11 8. Censoring Violence in Virtual Dystopia: Issues in the Rating
of Videogames in Japan and of Japanese Videogames outside Japan
Chapter 12 9. Coding Culture: Video game Localization and the Practice of
Mediating Cultural Difference
Part 13 IV.Researching Video Game Play
Chapter 14 10. Beyond Sheeping the Moon - Methodological Considerations for
Critical Studies of Digital Play
Chapter 15 11. The Chorus of the Dead: Roles, Identity Formation, and
Ritual Processes inside a FPS multiplayer online game
Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies
Part 17 V.Summary and Conclusions
Chapter 18 13. Virtual Today, Reality Tomorrow: Taking Our Sociological
Understanding of Virtual Game play to the Next Level
Part 1 I. Introduction
Chapter 2 1. Introduction to Utopic Dreams and Apocalyptic Fantasies
Part 3 II. Modern Play and Technology-Defining Digital Play
Chapter 4 2. The Transformation of Cultural Play
Chapter 5 3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play
Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play
Chapter 7 5. Sneaking Mission: Late Imperial America and Metal Gear Solid
8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self
9 III. Marketing Culture and the Video Game Business
Chapter 10 7. Marketing Computer Games: Reinforcing or Changing
Stereotypes?
Chapter 11 8. Censoring Violence in Virtual Dystopia: Issues in the Rating
of Videogames in Japan and of Japanese Videogames outside Japan
Chapter 12 9. Coding Culture: Video game Localization and the Practice of
Mediating Cultural Difference
Part 13 IV.Researching Video Game Play
Chapter 14 10. Beyond Sheeping the Moon - Methodological Considerations for
Critical Studies of Digital Play
Chapter 15 11. The Chorus of the Dead: Roles, Identity Formation, and
Ritual Processes inside a FPS multiplayer online game
Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies
Part 17 V.Summary and Conclusions
Chapter 18 13. Virtual Today, Reality Tomorrow: Taking Our Sociological
Understanding of Virtual Game play to the Next Level
Chapter 2 1. Introduction to Utopic Dreams and Apocalyptic Fantasies
Part 3 II. Modern Play and Technology-Defining Digital Play
Chapter 4 2. The Transformation of Cultural Play
Chapter 5 3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play
Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play
Chapter 7 5. Sneaking Mission: Late Imperial America and Metal Gear Solid
8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self
9 III. Marketing Culture and the Video Game Business
Chapter 10 7. Marketing Computer Games: Reinforcing or Changing
Stereotypes?
Chapter 11 8. Censoring Violence in Virtual Dystopia: Issues in the Rating
of Videogames in Japan and of Japanese Videogames outside Japan
Chapter 12 9. Coding Culture: Video game Localization and the Practice of
Mediating Cultural Difference
Part 13 IV.Researching Video Game Play
Chapter 14 10. Beyond Sheeping the Moon - Methodological Considerations for
Critical Studies of Digital Play
Chapter 15 11. The Chorus of the Dead: Roles, Identity Formation, and
Ritual Processes inside a FPS multiplayer online game
Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies
Part 17 V.Summary and Conclusions
Chapter 18 13. Virtual Today, Reality Tomorrow: Taking Our Sociological
Understanding of Virtual Game play to the Next Level







