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Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational approach to game play using an account of affect. The book explores central issues of violence and parental regulation and argues that economic relations are not remote from the micro relations of playing.
Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational approach to game play using an account of affect. The book explores central issues of violence and parental regulation and argues that economic relations are not remote from the micro relations of playing.
VALERIE WALKERDINE is Professor of Psychology in the School of Social Sciences, Cardiff University, UK. Her previous publications include Growing up Girl (with Helen Lucey and June Melody), Mass Hysteria: Critical Psychology and Media Studies (with Lisa Blackman), Daddy's Girl: Young Girls and Popular Culture and The Practice of Reason. She is editor of Critical Psychology. She is also an installation artist.
Inhaltsangabe
Acknowledgements Introduction Video Game Research Video Games and Childhood Masculinity 'Remember Not To Die' Girls Playing Video Games Rethinking Violence Regulating Game Play: Clingy, Sooky Mummy's Boys and Other Personas Video Games in a Global Market Becoming a Player Playing the Game Conclusion References Index
Acknowledgements Introduction Video Game Research Video Games and Childhood Masculinity 'Remember Not To Die' Girls Playing Video Games Rethinking Violence Regulating Game Play: Clingy, Sooky Mummy's Boys and Other Personas Video Games in a Global Market Becoming a Player Playing the Game Conclusion References Index
Acknowledgements Introduction Video Game Research Video Games and Childhood Masculinity 'Remember Not To Die' Girls Playing Video Games Rethinking Violence Regulating Game Play: Clingy, Sooky Mummy's Boys and Other Personas Video Games in a Global Market Becoming a Player Playing the Game Conclusion References Index
Acknowledgements Introduction Video Game Research Video Games and Childhood Masculinity 'Remember Not To Die' Girls Playing Video Games Rethinking Violence Regulating Game Play: Clingy, Sooky Mummy's Boys and Other Personas Video Games in a Global Market Becoming a Player Playing the Game Conclusion References Index
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