Gaming and Gamers in Times of Pandemic (eBook, ePUB)
Redaktion: Siuda, Piotr; Chmielewski, Krzysztof; Majewski, Jakub
24,95 €
24,95 €
inkl. MwSt.
Sofort per Download lieferbar
12 °P sammeln
24,95 €
Als Download kaufen
24,95 €
inkl. MwSt.
Sofort per Download lieferbar
12 °P sammeln
Jetzt verschenken
Alle Infos zum eBook verschenken
24,95 €
inkl. MwSt.
Sofort per Download lieferbar
Alle Infos zum eBook verschenken
12 °P sammeln
Gaming and Gamers in Times of Pandemic (eBook, ePUB)
Redaktion: Siuda, Piotr; Chmielewski, Krzysztof; Majewski, Jakub
- Format: ePub
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung

Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei
bücher.de, um das eBook-Abo tolino select nutzen zu können.
Hier können Sie sich einloggen
Hier können Sie sich einloggen
Sie sind bereits eingeloggt. Klicken Sie auf 2. tolino select Abo, um fortzufahren.

Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei bücher.de, um das eBook-Abo tolino select nutzen zu können.
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile…mehr
- Geräte: eReader
- mit Kopierschutz
- eBook Hilfe
- Größe: 2.32MB
Andere Kunden interessierten sich auch für
Gaming and Gamers in Times of Pandemic (eBook, PDF)24,95 €
Embracing the Future: Creative Industries for Environment and Advanced Society 5.0 in a Post-Pandemic Era (eBook, ePUB)0,00 €
Kenneth OkereaforCybersecurity in the COVID-19 Pandemic (eBook, ePUB)19,95 €
Extended Realities, Virtual Environment, and Interactive Experiences (eBook, ePUB)52,95 €
Technologies and African Societies in Pandemic Times (eBook, ePUB)142,99 €
James BallThe Other Pandemic (eBook, ePUB)11,95 €
Digital Transformation in a Post-Covid World (eBook, ePUB)49,95 €-
-
-
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct - illness, and sometimes death. Some effects are temporary, others are here to stay.
Produktdetails
- Produktdetails
- Verlag: Bloomsbury eBooks US
- Seitenzahl: 288
- Erscheinungstermin: 11. Januar 2024
- Englisch
- ISBN-13: 9798765110256
- Artikelnr.: 69442727
- Verlag: Bloomsbury eBooks US
- Seitenzahl: 288
- Erscheinungstermin: 11. Januar 2024
- Englisch
- ISBN-13: 9798765110256
- Artikelnr.: 69442727
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Piotr Siuda is Associate Professor at the Faculty of Cultural Studies at the Kazimierz Wielki University in Bydgoszcz, Poland. He is a media studies scholar and member of the AoIR, DIGRA, and the Polish Society for Social Communication. His research interests include gamers communities, esports, media sports, and dark web communities. Jakub Majewski is Assistant Professor at Kazimierz Wielki University in Bydgoszcz, Poland. His research interests include role-playing games and cultural heritage, game storytelling techniques, game industry history, among others. He is also a game developer with two decades' worth of experience and a portfolio of about forty diverse games. Krzysztof Chmielewski is Senior Lecturer of Game Design at Kazimierz Wielki University in Bydgoszcz, Poland. He is a LARP researcher, game designer, and a R&D specialist in experiential learning and gaming solutions.
List of Figures
List of Tables
Introduction: Gamers and Gaming in the Strangest of Times
Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki
University in Bydgoszcz, Poland)
Part I: During the Pandemic.
1. Roblox in Lockdown: Understanding Young People's Digital Social Play in
the Pandemic
Hugh Davies and Larissa Hjorth (RMIT University, Australia)
2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics
in the Early Stage of the COVID-19 Pandemic
Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen
(University of Jyväskylä, Finland)
3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons
During the Lockdown
Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec,
Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français,
Canada)
4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic
Account
Lobna Hassan (Lappeenranta University of Technology, Finland)
Part II: The Lasting Impact of the Pandemic
5. When the Virtual Office Became Reality: Digital Game Development During
and After the Lockdown
Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)
6. The Influence of COVID-19 on Newspaper Discourses on Video Games in
Cross-Cultural Perspective: Between Safe Social Spaces and Video Game
Addiction
Stefan Brückner (Toyo University, Japan)
7. A Review of Studies on Location-based Live Service Games During the
COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the
Pre-pandemic State
Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli
Laato (Tampere University, Finland)
8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged
Gaming Practices
Noel Brett and Sasha Soraine (McMaster University, Canada)
Part III: Lessons Learned
9. "It Was All Without Emotions, and This Wasn't the Same Anymore":
"Replacing" Traditional Sports with Esports During the COVID-19 Pandemic
Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal
Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland),
and Dobroslaw Mankowski (University of Gdansk, Poland)
10. Playing as the World Falls Apart: The Use of Video Games During the
COVID-19 Crisis: The Case of Italy
Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)
11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting
on the Pandemic
Adam Jerrett (University of Portsmouth, UK)
List of Contributors
Index
List of Tables
Introduction: Gamers and Gaming in the Strangest of Times
Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki
University in Bydgoszcz, Poland)
Part I: During the Pandemic.
1. Roblox in Lockdown: Understanding Young People's Digital Social Play in
the Pandemic
Hugh Davies and Larissa Hjorth (RMIT University, Australia)
2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics
in the Early Stage of the COVID-19 Pandemic
Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen
(University of Jyväskylä, Finland)
3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons
During the Lockdown
Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec,
Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français,
Canada)
4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic
Account
Lobna Hassan (Lappeenranta University of Technology, Finland)
Part II: The Lasting Impact of the Pandemic
5. When the Virtual Office Became Reality: Digital Game Development During
and After the Lockdown
Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)
6. The Influence of COVID-19 on Newspaper Discourses on Video Games in
Cross-Cultural Perspective: Between Safe Social Spaces and Video Game
Addiction
Stefan Brückner (Toyo University, Japan)
7. A Review of Studies on Location-based Live Service Games During the
COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the
Pre-pandemic State
Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli
Laato (Tampere University, Finland)
8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged
Gaming Practices
Noel Brett and Sasha Soraine (McMaster University, Canada)
Part III: Lessons Learned
9. "It Was All Without Emotions, and This Wasn't the Same Anymore":
"Replacing" Traditional Sports with Esports During the COVID-19 Pandemic
Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal
Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland),
and Dobroslaw Mankowski (University of Gdansk, Poland)
10. Playing as the World Falls Apart: The Use of Video Games During the
COVID-19 Crisis: The Case of Italy
Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)
11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting
on the Pandemic
Adam Jerrett (University of Portsmouth, UK)
List of Contributors
Index
List of Figures
List of Tables
Introduction: Gamers and Gaming in the Strangest of Times
Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki
University in Bydgoszcz, Poland)
Part I: During the Pandemic.
1. Roblox in Lockdown: Understanding Young People's Digital Social Play in
the Pandemic
Hugh Davies and Larissa Hjorth (RMIT University, Australia)
2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics
in the Early Stage of the COVID-19 Pandemic
Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen
(University of Jyväskylä, Finland)
3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons
During the Lockdown
Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec,
Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français,
Canada)
4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic
Account
Lobna Hassan (Lappeenranta University of Technology, Finland)
Part II: The Lasting Impact of the Pandemic
5. When the Virtual Office Became Reality: Digital Game Development During
and After the Lockdown
Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)
6. The Influence of COVID-19 on Newspaper Discourses on Video Games in
Cross-Cultural Perspective: Between Safe Social Spaces and Video Game
Addiction
Stefan Brückner (Toyo University, Japan)
7. A Review of Studies on Location-based Live Service Games During the
COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the
Pre-pandemic State
Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli
Laato (Tampere University, Finland)
8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged
Gaming Practices
Noel Brett and Sasha Soraine (McMaster University, Canada)
Part III: Lessons Learned
9. "It Was All Without Emotions, and This Wasn't the Same Anymore":
"Replacing" Traditional Sports with Esports During the COVID-19 Pandemic
Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal
Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland),
and Dobroslaw Mankowski (University of Gdansk, Poland)
10. Playing as the World Falls Apart: The Use of Video Games During the
COVID-19 Crisis: The Case of Italy
Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)
11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting
on the Pandemic
Adam Jerrett (University of Portsmouth, UK)
List of Contributors
Index
List of Tables
Introduction: Gamers and Gaming in the Strangest of Times
Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki
University in Bydgoszcz, Poland)
Part I: During the Pandemic.
1. Roblox in Lockdown: Understanding Young People's Digital Social Play in
the Pandemic
Hugh Davies and Larissa Hjorth (RMIT University, Australia)
2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics
in the Early Stage of the COVID-19 Pandemic
Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen
(University of Jyväskylä, Finland)
3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons
During the Lockdown
Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec,
Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français,
Canada)
4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic
Account
Lobna Hassan (Lappeenranta University of Technology, Finland)
Part II: The Lasting Impact of the Pandemic
5. When the Virtual Office Became Reality: Digital Game Development During
and After the Lockdown
Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)
6. The Influence of COVID-19 on Newspaper Discourses on Video Games in
Cross-Cultural Perspective: Between Safe Social Spaces and Video Game
Addiction
Stefan Brückner (Toyo University, Japan)
7. A Review of Studies on Location-based Live Service Games During the
COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the
Pre-pandemic State
Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli
Laato (Tampere University, Finland)
8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged
Gaming Practices
Noel Brett and Sasha Soraine (McMaster University, Canada)
Part III: Lessons Learned
9. "It Was All Without Emotions, and This Wasn't the Same Anymore":
"Replacing" Traditional Sports with Esports During the COVID-19 Pandemic
Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal
Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland),
and Dobroslaw Mankowski (University of Gdansk, Poland)
10. Playing as the World Falls Apart: The Use of Video Games During the
COVID-19 Crisis: The Case of Italy
Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)
11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting
on the Pandemic
Adam Jerrett (University of Portsmouth, UK)
List of Contributors
Index







