Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and ...
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section one includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players personal ideologies. To conclude this analysis, Section three examines game design features that relate to players self-characterization and social development within digital game worlds. Section four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will togetherdetermine the future of gaming andto a degreepop
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Add this copy of The Players' Realm: Studies on the Culture of Video to cart. $20.00, very good condition, Sold by The Book Junction rated 4.0 out of 5 stars, ships from Shippensburg, PA, UNITED STATES, published 2007 by McFarland & Company.
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Add this copy of The Players' Realm: Studies on the Culture of Video to cart. $52.63, new condition, Sold by GreatBookPrices rated 4.0 out of 5 stars, ships from Columbia, MD, UNITED STATES, published 2007 by McFarland & Company.
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New. Trade paperback (US). Glued binding. 314 p. Contains: Halftones, black & white. In Stock. 100% Money Back Guarantee. Brand New, Perfect Condition, allow 4-14 business days for standard shipping. To Alaska, Hawaii, U.S. protectorate, P.O. box, and APO/FPO addresses allow 4-28 business days for Standard shipping. No expedited shipping. All orders placed with expedited shipping will be cancelled. Over 3, 000, 000 happy customers.