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  • Culture at Play: How Video Games Influence and Replicate Our World

    Culture at Play: How Video Games Influence and Replicate Our World by Joyce, Lindsey; Navarro-Remesal, Víctor;

    Series: At the Interface / Probing the Boundaries; 134;

      • GET 8% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice EUR 67.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        27 788 Ft (26 465 Ft + 5% VAT)
      • Discount 8% (cc. 2 223 Ft off)
      • Discounted price 25 565 Ft (24 348 Ft + 5% VAT)

    27 788 Ft

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    Product details:

    • Publisher BRILL
    • Date of Publication 19 November 2020

    • ISBN 9789004373389
    • Binding Paperback
    • No. of pages142 pages
    • Size 235x155 mm
    • Weight 269 g
    • Language English
    • 0

    Categories

    Short description:

    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.

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    Long description:

    What is video game culture and video games as culture? Culture at Play 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, and do so from four perspectives: Players: Types and Identities; The Human/The Machine: Agents, Ethics, and Affect; Compassion, Recognition, and the Interpersonal; and Learning through Play. As a form of play, video games can greatly affect our lives. As digital objects, they participate in our digital lives. As both, they have a noticeable impact on our relationships with others, with society, and with ourselves, and this is the scope of this book.

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    Table of Contents:

     Notes on Contributors



    0 Video Games, Culture, and Everything: An Introduction

    Victor Navarro
    -Remesal




    Players: Types and Identities

    1 Is Your Masculinity Threatened? Then You?re Not Man Enough to Play: Robot Unicorn Attack 2 and Beyond the Gender Challenge

    Peter Feer and Robin Skinner



    2 We Are Smash Bros: Understanding Player Types and Ideals Through Worldwide Game Design

    Bradley McAvoy
    -James and Bobbie Fletcher




    3 Empowering Avatars: The Impact of In
    -Game Presence on Everyday Functioning

    Marta Tymińska



    4 Without so Much as a Word: Non
    -Verbal Performances of Masculine Identity in Adolescent Call of Duty Players

    Gareth Healey



    The Human/The Machine: Agents, Ethics, and Affect



    5 Agents in Space and Time: Fundamentals of Interactive Narrative Systems

    Lindsey Joyce



    6 Killswitch Engage: Ethics in Game Design

    Armin Lippitz



    7 Pushing the Lever: Rule
    -Consequentialism and Utilitarianism in Life is Strange

    Patrick Goritschnig



    8 Light My (Camp
    -)Fire: Affect and Incitement in Firewatch

    René Reinhold Schallegger



    Compassion, Recognition, and the Interpersonal



    9 Representing Interpersonal Relationships in Videogame Terms

    Sarah Faber



    10 Press X to recognize the Other?s Suffering: Compassion and Recognition in Games

    Victor Navarro
    -Remesal and Ignacio Bergillos




    Learning through Play



    11 Toward Engaging Educational Digital Games

    Stephen Mallory



    12 Serious Topics and Fun Games: ?Hidden in the Zoo?

    Niklas Torstensson and Tarja Susi



    13 ?You Can Deny Seriousness, but You Can?t Deny Play?: Emergent Resistance to Purposive Games

    Luca Morini



     Index

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