Wolf | Video Games and Gaming Culture | Buch | 978-1-138-81125-6 | www.sack.de

Buch, Englisch, 1652 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 3154 g

Reihe: Critical Concepts in Media and Cultural Studies

Wolf

Video Games and Gaming Culture


Erscheinungsjahr 2016
ISBN: 978-1-138-81125-6
Verlag: CRC Press

Buch, Englisch, 1652 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 3154 g

Reihe: Critical Concepts in Media and Cultural Studies

ISBN: 978-1-138-81125-6
Verlag: CRC Press


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.

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Autoren/Hrsg.


Weitere Infos & Material


Part 1: Defining Video Game Studies

Part 2: Game Studies Classics

Part 3: History and Historiographical Concerns

Part 4: Video Game Design and Formal Aspects

Part 5: Video Game Theory, Methodology, and Analysis

Part 6: Embodiment and Identity

Part 7: Play, Control, and The Magic Circle

Part 8: Threat, Aggression, and Violence

Part 9: Video Games and Education

Part 10: Video Games and Culture



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