As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.
As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Jason Barr is an associate professor at Blue Ridge Community College. His work has appeared in African American Review, Explicator, The Journal of Continuing Higher Education, and The Journal of Caribbean Literatures, among others. He lives in Weyers Cave, Virginia.
Inhaltsangabe
Table of Contents Acknowledgments Preface Introduction 1: The Game and the Gamespace 2: Geekdom and the Gamer as Social Outcast 3: We're All Grown Up Now: The "Maturation" and Insularity of Video Gaming and Science Fiction 4: Gender and the Body Politic 5: Fighting "the Man": Against Governments and Corporations 6: Juvenile Science Fiction and the Future Afterword: The Origins of Video Gaming in Science Fiction Cinema Chapter Notes Bibliography Index
Table of Contents Acknowledgments Preface Introduction 1: The Game and the Gamespace 2: Geekdom and the Gamer as Social Outcast 3: We're All Grown Up Now: The "Maturation" and Insularity of Video Gaming and Science Fiction 4: Gender and the Body Politic 5: Fighting "the Man": Against Governments and Corporations 6: Juvenile Science Fiction and the Future Afterword: The Origins of Video Gaming in Science Fiction Cinema Chapter Notes Bibliography Index
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