Description |
vi, 308 pages : illustrations ; 23 cm |
Summary |
"This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher. |
Bibliography |
Includes bibliographical references and index. |
Contents |
Who governs the gamers? -- Terms of service and terms of play in children's online gaming -- Narrative power in online game worlds: the story of Cybertown -- Law and disorder in cyberspace: how systems of justice developed in online text-based gaming communities -- From The Green Berets to America's Army: video games as a vehicle for political propaganda -- Rhetorics of computer and video game research -- From margin to center: biographies of technicity and the construction of hegemonic games culture -- Ghost Recon: Island Thunder: Cuba in the virtual battlescape -- The player's journey -- Mutual fantasy online: playing with people -- From dollhouse to metaverse: what happened when The Sims went online -- Platform dependent: console and computer cultures -- Mapping independent game design -- Desire for commodities and fantastic consumption in digital games -- Reading and playing: what makes interactive fiction unique. |
Subject |
Video games -- Social aspects.
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Video games -- Social aspects. |
Added Author |
Williams, J. Patrick, 1970-
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Smith, Jonas Heide.
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ISBN |
9780786428328 softcover alkaline paper |
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0786428325 softcover alkaline paper |
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