Social Exclusion, Power, and Video Game Play New Research in Digital Media and Technology
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- Engels
- Paperback
- 9780739138618
- 08 oktober 2013
- 282 pagina's
Samenvatting
This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
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- Bindwijze
- Paperback
- Oorspronkelijke releasedatum
- 08 oktober 2013
- Aantal pagina's
- 282
- Illustraties
- Nee
Betrokkenen
- Hoofdredacteur
- David G. Embrick
- Tweede Redacteur
- Talmadge J. Wright
- Co Redacteur
- David G. Embrick
- Hoofduitgeverij
- Lexington Books
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- Product breedte
- 152 mm
- Product hoogte
- 23 mm
- Product lengte
- 226 mm
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- 154 mm
- Verpakking hoogte
- 231 mm
- Verpakking lengte
- 231 mm
- Verpakkingsgewicht
- 426 g
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- EAN
- 9780739138618
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