Online gaming in context : the social and cultural significance of online games
著者
書誌事項
Online gaming in context : the social and cultural significance of online games
(Routledge advances in sociology, 56)
Routledge, 2011
- : hbk
大学図書館所蔵 全2件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references and index
内容説明・目次
内容説明
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet.
This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.
目次
Part I: Introduction 1. The Social and Cultural Significance of Online Gaming Part II: Production and Play 2. Player Production and Innovation in Online Games: Time for New Rules? 3. Conflict, Thought Communities and Textual Appropriation in MMORPGs 4. Thrift Players in a Twisted Game World? A Study of Private Online Game Servers 5. The Only (End)Game in Town: Designing for Retention in 'World of Warcraft' 6. The Boardgame Online: Simulating the Experience of Physical Games 7. Games in the Mobile Internet: Understanding Contextual Play in Flickr and Facebook 8. The Whereabouts of Play, or How the Magic Circle Helps Create Social Identities in Virtual Worlds 9. Framing the Game: Four Game-related Approaches to Goffman's Frames Part III: Communities and Communication 10. Identity-as-Place: The Construction of Game Refugees and Fictive Ethnicities 11. The Rise and Fall of 'Cardboard Tube Samurai': Kenneth Burke Identifying with the 'World of Warcraft' 12. Analyzing Player Communication in Multi-player Games 13. Recallin' Fagin: Linguistic Accents, Intertextuality and Othering in Narrative Offline and Online Video Games 14. 'Second Life' as a Digitally Mediated Third Place: Social Capital in Virtual World Communities 15. Representations of Race and Gender within the Gamespace of the MMO 'Everquest' 16. 'Wordslinger': Visualizing Physical Abuse in a Virtual Environment Part IV: Conclusion 17. It's Not Just a Game: Contemporary Challenges for Games Research and the Internet
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