Utopic Dreams and Apocalyptic Fantasies
Critical Approaches to Researching Video Game Play
Herausgeber: Embrick, David G.; Wright, Talmadge J.; Lukacs, Andras
Utopic Dreams and Apocalyptic Fantasies
Critical Approaches to Researching Video Game Play
Herausgeber: Embrick, David G.; Wright, Talmadge J.; Lukacs, Andras
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
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: 288
- Erscheinungstermin: 25. September 2010
- Englisch
- Abmessung: 235mm x 157mm x 22mm
- Gewicht: 622g
- ISBN-13: 9780739147009
- ISBN-10: 0739147005
- Artikelnr.: 30627871
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
- Verlag: Globe Pequot Publishing Group Inc/Bloomsbury
- Seitenzahl: 288
- Erscheinungstermin: 25. September 2010
- Englisch
- Abmessung: 235mm x 157mm x 22mm
- Gewicht: 622g
- ISBN-13: 9780739147009
- ISBN-10: 0739147005
- Artikelnr.: 30627871
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
Edited by Talmadge J. Wright; David G. Embrick and Andras Lukacs - Contributions by Rebecca Carlson; Samuel Coavoux; Jonathan Corlis; Nicolas Ducheneaut; Nick Dyer-Witheford; Thomas S. Henricks; William H. Kelly; Paul R. Ketchum; Lauren Langman; Ken McAll
Part 1 I. Introduction Chapter 2 1. Introduction to Utopic Dreams and
Apocalyptic Fantasies Part 3 II. Modern Play and Technology-Defining
Digital Play Chapter 4 2. The Transformation of Cultural Play Chapter 5 3.
"Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play Chapter 7 5. Sneaking Mission: Late Imperial America
and Metal Gear Solid 8 6. I Blog, Therefore I Am: Virtual Embodiment and
the Self 9 III. Marketing Culture and the Video Game Business Chapter 10 7.
Marketing Computer Games: Reinforcing or Changing Stereotypes? Chapter 11
8. Censoring Violence in Virtual Dystopia: Issues in the Rating of
Videogames in Japan and of Japanese Videogames outside Japan Chapter 12 9.
Coding Culture: Video game Localization and the Practice of Mediating
Cultural Difference Part 13 IV.Researching Video Game Play Chapter 14 10.
Beyond Sheeping the Moon - Methodological Considerations for Critical
Studies of Digital Play Chapter 15 11. The Chorus of the Dead: Roles,
Identity Formation, and Ritual Processes inside a FPS multiplayer online
game Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies Part 17 V.Summary and Conclusions Chapter 18 13. Virtual Today,
Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game
play to the Next Level
Apocalyptic Fantasies Part 3 II. Modern Play and Technology-Defining
Digital Play Chapter 4 2. The Transformation of Cultural Play Chapter 5 3.
"Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play Chapter 7 5. Sneaking Mission: Late Imperial America
and Metal Gear Solid 8 6. I Blog, Therefore I Am: Virtual Embodiment and
the Self 9 III. Marketing Culture and the Video Game Business Chapter 10 7.
Marketing Computer Games: Reinforcing or Changing Stereotypes? Chapter 11
8. Censoring Violence in Virtual Dystopia: Issues in the Rating of
Videogames in Japan and of Japanese Videogames outside Japan Chapter 12 9.
Coding Culture: Video game Localization and the Practice of Mediating
Cultural Difference Part 13 IV.Researching Video Game Play Chapter 14 10.
Beyond Sheeping the Moon - Methodological Considerations for Critical
Studies of Digital Play Chapter 15 11. The Chorus of the Dead: Roles,
Identity Formation, and Ritual Processes inside a FPS multiplayer online
game Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies Part 17 V.Summary and Conclusions Chapter 18 13. Virtual Today,
Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game
play to the Next Level
Part 1 I. Introduction Chapter 2 1. Introduction to Utopic Dreams and
Apocalyptic Fantasies Part 3 II. Modern Play and Technology-Defining
Digital Play Chapter 4 2. The Transformation of Cultural Play Chapter 5 3.
"Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play Chapter 7 5. Sneaking Mission: Late Imperial America
and Metal Gear Solid 8 6. I Blog, Therefore I Am: Virtual Embodiment and
the Self 9 III. Marketing Culture and the Video Game Business Chapter 10 7.
Marketing Computer Games: Reinforcing or Changing Stereotypes? Chapter 11
8. Censoring Violence in Virtual Dystopia: Issues in the Rating of
Videogames in Japan and of Japanese Videogames outside Japan Chapter 12 9.
Coding Culture: Video game Localization and the Practice of Mediating
Cultural Difference Part 13 IV.Researching Video Game Play Chapter 14 10.
Beyond Sheeping the Moon - Methodological Considerations for Critical
Studies of Digital Play Chapter 15 11. The Chorus of the Dead: Roles,
Identity Formation, and Ritual Processes inside a FPS multiplayer online
game Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies Part 17 V.Summary and Conclusions Chapter 18 13. Virtual Today,
Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game
play to the Next Level
Apocalyptic Fantasies Part 3 II. Modern Play and Technology-Defining
Digital Play Chapter 4 2. The Transformation of Cultural Play Chapter 5 3.
"Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies
Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated
Labor vs. Ludic Play Chapter 7 5. Sneaking Mission: Late Imperial America
and Metal Gear Solid 8 6. I Blog, Therefore I Am: Virtual Embodiment and
the Self 9 III. Marketing Culture and the Video Game Business Chapter 10 7.
Marketing Computer Games: Reinforcing or Changing Stereotypes? Chapter 11
8. Censoring Violence in Virtual Dystopia: Issues in the Rating of
Videogames in Japan and of Japanese Videogames outside Japan Chapter 12 9.
Coding Culture: Video game Localization and the Practice of Mediating
Cultural Difference Part 13 IV.Researching Video Game Play Chapter 14 10.
Beyond Sheeping the Moon - Methodological Considerations for Critical
Studies of Digital Play Chapter 15 11. The Chorus of the Dead: Roles,
Identity Formation, and Ritual Processes inside a FPS multiplayer online
game Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World
Studies Part 17 V.Summary and Conclusions Chapter 18 13. Virtual Today,
Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game
play to the Next Level