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  • The Players' Realm: Studies on the Culture of Video Games and Gaming

    The Players' Realm by Williams, J. Patrick; Smith, Jonas Heide;

    Studies on the Culture of Video Games and Gaming

      • GET 8% OFF

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      • Publisher's listprice EUR 33.00
      • 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.

        13 686 Ft (13 035 Ft + 5% VAT)
      • Discount 8% (cc. 1 095 Ft off)
      • Discounted price 12 592 Ft (11 992 Ft + 5% VAT)

    13 686 Ft

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    Product details:

    • Publisher McFarland
    • Date of Publication 30 March 2007
    • Number of Volumes Paperback

    • ISBN 9780786428328
    • Binding Paperback
    • No. of pages314 pages
    • Size 222x152x19 mm
    • Weight 437 g
    • Language English
    • Illustrations 9 photographs, tables
    • 0

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    Short description:

    Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest.

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    Long description:

    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 together determine the future of gaming and - to a degree - popular culture.

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