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  • Games and Gaming: An Introduction to New Media

    Games and Gaming by Hjorth, Larissa;

    An Introduction to New Media

    Series: Berg New Media Series;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 32.99
      • 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.

        16 696 Ft (15 901 Ft + 5% VAT)
      • Discount 20% (cc. 3 339 Ft off)
      • Discounted price 13 357 Ft (12 721 Ft + 5% VAT)

    16 696 Ft

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    Short description:

    Games and Gaming provides a comprehensive overview of this media and how it permeates global culture in the twenty-first century.

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    Long description:

    The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive.

    The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement.

    Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

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    Table of Contents:

    1. Introduction
    2. The Histories of Gaming
    3. Games as New Media
    4. Web 2.0, Social Media, and Online Games
    5. The Politics of the Personal: Avatar Representation, Identity and Identification and Beyond
    6. Glaze Cultures: Urban and Location-aware Gaming
    7. Gaming in the Asia-Pacific: Two Futures for Gaming - Online Gaming versus Electronic Individualism
    8. Conclusion: Gaming in the Twenty-first Century



    Annotated Guide to Further Reading
    Questions and Exercises
    Notes
    Bibliography
    Index

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