Video Games And Gaming Culture


Video Games And Gaming Culture
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Video Games And Gaming Culture


Video Games And Gaming Culture
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Author : Mark J. P. Wolf
language : en
Publisher: Routledge
Release Date : 2016

Video Games And Gaming Culture written by Mark J. P. Wolf and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Video games categories.


Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor. "



Video Games As Culture


Video Games As Culture
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Author : Daniel Muriel
language : en
Publisher: Routledge
Release Date : 2018-03-14

Video Games As Culture written by Daniel Muriel and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-14 with Social Science categories.


Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.



Gaming Cultures And Place In Asia Pacific


Gaming Cultures And Place In Asia Pacific
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Author : Larissa Hjorth
language : en
Publisher: Routledge
Release Date : 2009-06-24

Gaming Cultures And Place In Asia Pacific written by Larissa Hjorth and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-06-24 with Computers categories.


This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.



The Toxic Meritocracy Of Video Games


The Toxic Meritocracy Of Video Games
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Author : Christopher A. Paul
language : en
Publisher:
Release Date : 2018

The Toxic Meritocracy Of Video Games written by Christopher A. Paul and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Merit (Ethics) categories.


An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games--but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.



Culture At Play How Video Games Influence And Replicate Our World


Culture At Play How Video Games Influence And Replicate Our World
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Author :
language : en
Publisher: BRILL
Release Date : 2020-11-16

Culture At Play How Video Games Influence And Replicate Our World written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-16 with Social Science categories.


What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.



The Wild World Of Gaming Culture


The Wild World Of Gaming Culture
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Author : Arie Kaplan
language : en
Publisher: Millbrook Press
Release Date : 2017-01-01

The Wild World Of Gaming Culture written by Arie Kaplan and has been published by Millbrook Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-01 with Juvenile Nonfiction categories.


Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! Just how dedicated can gamers be? Video games inspire people to write fan fiction, draw characters, and even dress up in costume to act out video game scenes. Read this book and dive into gaming culture. Whether you like to read comics, write stories, perform in plays, make music, create movies, or dress up in wacky outfits, video gaming culture has got something for everyone!



The Toxic Meritocracy Of Video Games


The Toxic Meritocracy Of Video Games
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Author : Christopher A. Paul
language : en
Publisher: U of Minnesota Press
Release Date : 2018-02-20

The Toxic Meritocracy Of Video Games written by Christopher A. Paul and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-20 with Games & Activities categories.


An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.



Video Games And The Global South


Video Games And The Global South
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Author : Phillip Penix-Tadsen
language : en
Publisher: Lulu.com
Release Date : 2019-05-17

Video Games And The Global South written by Phillip Penix-Tadsen and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-17 with Computers categories.


Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.



Understanding Games And Game Cultures


Understanding Games And Game Cultures
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Author : Ingrid Richardson
language : en
Publisher: SAGE
Release Date : 2021-03-24

Understanding Games And Game Cultures written by Ingrid Richardson and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-24 with Computers categories.


No longer a marginal media form, the study of digital game industries and ‘gameification’ is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.



Game Cultures


Game Cultures
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Author : Jon Dovey
language : en
Publisher: McGraw-Hill Education (UK)
Release Date : 2006-05-16

Game Cultures written by Jon Dovey and has been published by McGraw-Hill Education (UK) this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-05-16 with Sports & Recreation categories.


This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.