Social exclusion, power, and video game play : new research in digital media and technology
著者
書誌事項
Social exclusion, power, and video game play : new research in digital media and technology
Lexington Books, 2014, c2012
1st pbk. ed
- : pbk
大学図書館所蔵 全3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 index
内容説明・目次
内容説明
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
目次
Part I. Introduction
Chapter 1: Introduction to Social Exclusion, Power and Video Game Play
David G. Embrick, J. Talmadge Wright and Andras Lukacs
Part II. Social-Psychological Implications of Virtual Play
Chapter 2: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinities
Elena Bertozzi
Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships
Elizabeth ErkenBrack
Chapter 4: The Intermediate Ego - The Location of the Mind at Play
Vanessa Long
Chapter 5: Producing the Social in Virtual Realms
J. Talmadge Wright
Part III. Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play
Chapter 6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy
Jessie Daniels and Nick LaLone
Chapter 7: Worlds of Whiteness: Race and Character Creation in Online Games
David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari
Chapter 9: Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Colorblind, White Supremacist Ideology
Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs
Zek Cypress Valkyrie
Part IV. Game Fans Speak Out
Chapter 11: To Play is to Design: An Analysis of Player/Designer Interactions in World of Warcraft
Sean C. Duncan
Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo
Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers, and the Troublesome Issue of Ownership in Videogame Fandom
R.M. Milner
Part V. Summary and Conclusions
Chapter 14: Conclusion
Andras Lukacs, David G. Embrick, and J. Talmadge Wright
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