Social Exclusion, Power, and Video Game Play
New Research in Digital Media and Technology
Herausgeber: Embrick, David G.; Lukacs, Andras; Wright, Talmadge J.
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Social Exclusion, Power, and Video Game Play
New Research in Digital Media and Technology
Herausgeber: Embrick, David G.; Lukacs, Andras; Wright, Talmadge J.
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This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.
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This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.
Produktdetails
- Produktdetails
- Verlag: Globe Pequot Publishing Group Inc/Bloomsbury
- Seitenzahl: 284
- Erscheinungstermin: 1. März 2012
- Englisch
- Abmessung: 235mm x 157mm x 21mm
- Gewicht: 615g
- ISBN-13: 9780739138601
- ISBN-10: 073913860X
- Artikelnr.: 35057265
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Globe Pequot Publishing Group Inc/Bloomsbury
- Seitenzahl: 284
- Erscheinungstermin: 1. März 2012
- Englisch
- Abmessung: 235mm x 157mm x 21mm
- Gewicht: 615g
- ISBN-13: 9780739138601
- ISBN-10: 073913860X
- Artikelnr.: 35057265
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Edited by David G. Embrick; Talmadge J. Wright and Andras Lukacs
Part I. Introduction Chapter 1: Introduction to Social Exclusion, Power and
Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part
II. Social-Psychological Implications of Virtual Play Chapter 2: Marking
the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena
Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic
Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The
Intermediate Ego - The Location of the Mind at Play Vanessa Long Chapter 5:
Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social
Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter
6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of
White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of
Whiteness: Race and Character Creation in Online Games David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual
Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate
Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences
in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To
Play is to Design: An Analysis of Player/Designer Interactions in World of
Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers,
and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part
V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G.
Embrick, and J. Talmadge Wright
Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part
II. Social-Psychological Implications of Virtual Play Chapter 2: Marking
the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena
Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic
Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The
Intermediate Ego - The Location of the Mind at Play Vanessa Long Chapter 5:
Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social
Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter
6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of
White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of
Whiteness: Race and Character Creation in Online Games David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual
Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate
Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences
in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To
Play is to Design: An Analysis of Player/Designer Interactions in World of
Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers,
and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part
V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G.
Embrick, and J. Talmadge Wright
Part I. Introduction Chapter 1: Introduction to Social Exclusion, Power and
Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part
II. Social-Psychological Implications of Virtual Play Chapter 2: Marking
the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena
Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic
Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The
Intermediate Ego - The Location of the Mind at Play Vanessa Long Chapter 5:
Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social
Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter
6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of
White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of
Whiteness: Race and Character Creation in Online Games David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual
Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate
Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences
in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To
Play is to Design: An Analysis of Player/Designer Interactions in World of
Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers,
and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part
V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G.
Embrick, and J. Talmadge Wright
Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part
II. Social-Psychological Implications of Virtual Play Chapter 2: Marking
the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena
Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic
Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The
Intermediate Ego - The Location of the Mind at Play Vanessa Long Chapter 5:
Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social
Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter
6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of
White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of
Whiteness: Race and Character Creation in Online Games David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual
Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate
Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences
in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To
Play is to Design: An Analysis of Player/Designer Interactions in World of
Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers,
and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part
V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G.
Embrick, and J. Talmadge Wright