Social Exclusion, Power, and Video Game Play
New Research in Digital Media and Technology
Herausgeber: Embrick, David G.; Wright, Talmadge J.; Lukacs, Andras
Social Exclusion, Power, and Video Game Play
New Research in Digital Media and Technology
Herausgeber: Embrick, David G.; Wright, Talmadge J.; Lukacs, Andras
- Broschiertes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
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.
Andere Kunden interessierten sich auch für
- Social Exclusion, Power, and Video Game Play147,99 €
- Marc A. OuelletteThe Post-9/11 Video Game50,99 €
- Austin MardonVideo Game Addiction28,99 €
- Marisela B. GomezRace, Class, Power, and Organizing in East Baltimore157,99 €
- Aaron A. ToscanoVideo Games and American Culture123,99 €
- Alison KrögelFood, Power, and Resistance in the Andes69,99 €
- Aled LewisLEGO® Small Parts15,99 €
-
-
-
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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Globe Pequot Publishing Group Inc/Bloomsbury
- Seitenzahl: 284
- Erscheinungstermin: 8. Oktober 2013
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 416g
- ISBN-13: 9780739138618
- ISBN-10: 0739138618
- Artikelnr.: 39339483
- Verlag: Globe Pequot Publishing Group Inc/Bloomsbury
- Seitenzahl: 284
- Erscheinungstermin: 8. Oktober 2013
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 416g
- ISBN-13: 9780739138618
- ISBN-10: 0739138618
- Artikelnr.: 39339483
David Embrick is assistant professor in the Department of Sociology at Loyola University, Chicago. J. Talmadge Wright is associate professor in the Department of Sociology at Loyola University, Chicago. Andras Lukacs is a PhD candidate at Loyola University, Chicago.
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