Representations of Poverty in Videogames

Author:   Adam Crowley
Publisher:   Springer International Publishing AG
Edition:   1st ed. 2022
ISBN:  

9783031001437


Pages:   163
Publication Date:   01 June 2022
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
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Representations of Poverty in Videogames


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Author:   Adam Crowley
Publisher:   Springer International Publishing AG
Imprint:   Palgrave Macmillan
Edition:   1st ed. 2022
Weight:   0.364kg
ISBN:  

9783031001437


ISBN 10:   3031001435
Pages:   163
Publication Date:   01 June 2022
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Chapter 1: Introduction Game Studies and Poverty Poverty in Woke Game Studies Discourse Critical Contexts of Poverty in Game Studies Scholarship Virtual Poverty and Congruence Authoritative Dispatches from the Field Specifying Poverty for Future Game Studies Investigations The Player’s Act of Play: Slumming as Transmedia Context The Intersection of Player and Played: Slumming in Skyrim The Intersection of Player and Played: Thematizing Poverty Chapter 2: Relative Poverty and Slumming Simulations Behavior Scripts and Ethical Imperatives Specifying Poverty for Analysis: Relative Poverty Relative Poverty in World of Warcraft Contextualizing World of Warcraft’s Poverty Theme The Player’s Acts of Play: Relative Poverty and Reordered Experience World of Warcraft Poverty Thematics Beyond the Slums: The Player’s Act of Play as Context for Poverty Thematics Chapter 3: Player Identity and the Conditions of Play Playing at Poor The Impoverished at Play: Assessing the Technomasculine Representing Impoverished Communities in Videogames Chapter 4: The Player and Game Studies’ Rhetoric of Inclusion The Player’s Acts of Play: Identity in Gaming Cultures Contexts for Play: Identity and Poverty A Struggle for Definition: Game Studies: The International Journal of Computer Games Research A Struggle for Terminology: First Person Scholar and “Middle State” Publications A Struggle for Recognition: Not Your Mama’s Gamer Transition from Blog to Journal Chapter 5: Human Subjects and Digital Poverty Game Studies: The Player and Played Game Studies: Addressing the Proper Subject – Opportunities for Growth Game Studies’ Post-Modern Economics: The Avant-Pop Rides Again Game Studies’ Post-Modern Economics: From Avant-Pop to Social Realism Chapter 6: Conclusion Literary Contexts for Digital Slumming Literary Studies: Game Studies’ Coalmine Canary Gentility and the intersection of Game Studies and Literary Studies An Aesthetic Tradition for Literary Considerations of The Player’s Act of Play A Point of Departure for Literary Considerations of The Player’s Act of Play: “Lore” Assessing Lore’s Significance to Relative Poverty

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Author Information

Adam Crowley is Professor of English and Director of Composition at Husson University, USA. He is author of The Wealth of Virtual Nations: Videogame Currencies (2017).

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