Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data - including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector - Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late-modernity, and contemporary political rationalities.
This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology and consumption in the transformation of society, identities and communities.
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