Gaming As Culture

Gaming as Culture PDF
Author: Sean Q. Hendricks
Publisher: McFarland
ISBN: 0786454067
Size: 63.28 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 232
View: 2908

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Gaming As Culture

by Sean Q. Hendricks, Gaming As Culture Books available in PDF, EPUB, Mobi Format. Download Gaming As Culture books, Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.


Video Games As Culture

Video Games as Culture PDF
Author: Daniel Muriel
Publisher: Routledge
ISBN: 1317223926
Size: 70.55 MB
Format: PDF, Kindle
Category : Social Science
Languages : en
Pages : 194
View: 6935

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Video Games As Culture

by Daniel Muriel, Video Games As Culture Books available in PDF, EPUB, Mobi Format. Download Video Games As Culture books, 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.


The Game Culture Reader

The Game Culture Reader PDF
Author: Jason Thompson
Publisher: Cambridge Scholars Publishing
ISBN: 1443864374
Size: 23.50 MB
Format: PDF, ePub
Category : Social Science
Languages : en
Pages : 285
View: 1294

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The Game Culture Reader

by Jason Thompson, The Game Culture Reader Books available in PDF, EPUB, Mobi Format. Download The Game Culture Reader books, In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.


Video Games And Gaming Culture

Video Games and Gaming Culture PDF
Author: Mark J. P. Wolf
Publisher:
ISBN: 9781138811256
Size: 52.98 MB
Format: PDF
Category : Games
Languages : en
Pages : 1652
View: 5761

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Video Games And Gaming Culture

by Mark J. P. Wolf, Video Games And Gaming Culture Books available in PDF, EPUB, Mobi Format. Download Video Games And Gaming Culture books, 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.


Gaming Culture S In India

Gaming Culture s  in India PDF
Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1000082261
Size: 22.30 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 184
View: 1151

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Gaming Culture S In India

by Aditya Deshbandhu, Gaming Culture S In India Books available in PDF, EPUB, Mobi Format. Download Gaming Culture S In India books, This volume critically analyses the multiple lives of the ‘gamer’ in India. It explores the ‘everyday’ of the gaming life from the player's perspective, to not just understand how the games are consumed but also analyses how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume, Situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; Critically questions the term ‘gamer’, and the many debates surrounding the gamer tag, to expand on how the gaming identity is constructed and expressed; Details participants’ gaming habits, practices and contexts from a cultural perspective and analyses the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming-spaces; Examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study, covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies, science and technology studies, as well as be of great appeal to the general reader.


Online Gaming In Context

Online Gaming in Context PDF
Author: Garry Crawford
Publisher: Routledge
ISBN: 1135275041
Size: 20.28 MB
Format: PDF, ePub, Mobi
Category : Games
Languages : en
Pages : 320
View: 3971

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Online Gaming In Context

by Garry Crawford, Online Gaming In Context Books available in PDF, EPUB, Mobi Format. Download Online Gaming In Context books, There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.


Gaming

Gaming PDF
Author: Alexander R. Galloway
Publisher: U of Minnesota Press
ISBN: 1452908680
Size: 10.47 MB
Format: PDF
Category : Social Science
Languages : en
Pages : 143
View: 6359

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Gaming

by Alexander R. Galloway, Gaming Books available in PDF, EPUB, Mobi Format. Download Gaming books, Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.


Computer Games And New Media Cultures

Computer Games and New Media Cultures PDF
Author: Johannes Fromme
Publisher: Springer Science & Business Media
ISBN: 9400727771
Size: 77.37 MB
Format: PDF, ePub, Docs
Category : Education
Languages : en
Pages : 712
View: 7298

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Computer Games And New Media Cultures

by Johannes Fromme, Computer Games And New Media Cultures Books available in PDF, EPUB, Mobi Format. Download Computer Games And New Media Cultures books, Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Authenticity In Culture Self And Society

Authenticity in Culture  Self  and Society PDF
Author: J. Patrick Williams
Publisher: Routledge
ISBN: 1351956655
Size: 55.59 MB
Format: PDF, Docs
Category : Social Science
Languages : en
Pages : 296
View: 560

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Authenticity In Culture Self And Society

by J. Patrick Williams, Authenticity In Culture Self And Society Books available in PDF, EPUB, Mobi Format. Download Authenticity In Culture Self And Society books, Across sociology and cultural studies in particular, the concept of authenticity has begun to occupy a central role, yet in spite of its popularity as an ideal and philosophical value authenticity notably suffers from a certain vagueness, with work in this area tending to borrow ideas from outside of sociology, whilst failing to present empirical studies which centre on the concept itself. Authenticity in Culture, Self, and Society addresses the problems surrounding this concept, offering a sociological analysis of it for the first time in order to provide readers in the social and cultural sciences with a clear conceptualization of authenticity and with a survey of original empirical studies focused on its experience, negotiation, and social relevance at the levels of self, culture and specific social settings.


The Functions Of Role Playing Games

The Functions of Role Playing Games PDF
Author: Sarah Lynne Bowman
Publisher: McFarland
ISBN: 0786455551
Size: 39.89 MB
Format: PDF, ePub, Docs
Category : Games & Activities
Languages : en
Pages : 216
View: 2666

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The Functions Of Role Playing Games

by Sarah Lynne Bowman, The Functions Of Role Playing Games Books available in PDF, EPUB, Mobi Format. Download The Functions Of Role Playing Games books, This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and “out-of-the-box” thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.