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.
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
J. Patrick Williams is an assistant professor of Sociology at Arkansas State University. Jonas Heide Smith has a Ph.D. from the Center for Computer Games Research at the IT University of Copenhagen and currently heads the university's MSC program in Digital Design and Communication.
Inhaltsangabe
Table of Contents Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship 1. Who Governs the Gamers? 2. Terms of Service and Terms of Play in Children's Online Gaming 3. Narrative Power in Online Game Worlds: The Story of Cybertown 4. Law and Disorder in Cyberspace: How Systems of Justice Developed in Online Text-Based Gaming Communities Section 2: Discourse and Ideology 5. From The Green Berets to America's Army: Video Games as a Vehicle for Political Propaganda 6. Rhetorics of Computer and Video Game Research 7. From Margin to Center: Biographies of Technicity and the Construction of Hegemonic Games Culture 8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape Section 3: Experience and Identity 9. The Player's Journey 10. Mutual Fantasy Online: Playing with People 11. From Dollhouse to Metaverse: What Happened When The Sims Went Online 12. Platform Dependent: Console and Computer Cultures Section 4: Consumption and Community 13. Mapping Independent Game Design 14. Desire for Commodities and Fantastic Consumption in Digital Games 15. Reading and Playing: What Makes Interactive Fiction Unique About the Contributors Index
Table of Contents Introduction: From Moral Panics to Mature Games Research in Action
Section 1: Control versus Authorship 1. Who Governs the Gamers? 2. Terms of Service and Terms of Play in Children's Online Gaming 3. Narrative Power in Online Game Worlds: The Story of Cybertown 4. Law and Disorder in Cyberspace: How Systems of Justice Developed in Online Text-Based Gaming Communities Section 2: Discourse and Ideology 5. From The Green Berets to America's Army: Video Games as a Vehicle for Political Propaganda 6. Rhetorics of Computer and Video Game Research 7. From Margin to Center: Biographies of Technicity and the Construction of Hegemonic Games Culture 8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape Section 3: Experience and Identity 9. The Player's Journey 10. Mutual Fantasy Online: Playing with People 11. From Dollhouse to Metaverse: What Happened When The Sims Went Online 12. Platform Dependent: Console and Computer Cultures Section 4: Consumption and Community 13. Mapping Independent Game Design 14. Desire for Commodities and Fantastic Consumption in Digital Games 15. Reading and Playing: What Makes Interactive Fiction Unique About the Contributors Index
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