|
![]() |
|||
|
||||
OverviewFull Product DetailsAuthor: Daniel Muriel (University of Salford, UK) , Garry Crawford (University of Salford, UK)Publisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.334kg ISBN: 9781138655119ISBN 10: 1138655112 Pages: 194 Publication Date: 14 March 2018 Audience: College/higher education , Tertiary & Higher Education , Undergraduate Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsPreface and Acknowledgements 1. Introduction: Contemporary Culture through the Lens of Video Games 2. The Emergence and Consolidation of Video Games as Culture 3. Video Games and Agency within Neoliberalism and Participatory Culture 4. Video Games as Experience 5. Video Games beyond Escapism: Empathy and Identification 6. Video Gamers and (Post-)Identity 7. Conclusion: This Is Not a Video Game, Or Is It?ReviewsThere are only few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be studied, as a whole. Daniel Muriel and Garry Crawford have done so, analysing both games, players, associated practices and the broad range of socio-cultural developments that contribute to the ongoing ludification of society. Ambitious, lucid and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mayra, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understanding of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely . Aphra Kerr, Senior Lecturer in Sociology, Maynooth University There are only few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be studied, as a whole. Daniel Muriel and Garry Crawford have done so, analyzing both games, players, associated practices, and the broad range of socio-cultural developments that contribute to the ongoing ludification of society. Ambitious, lucid, and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mayra, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understanding of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community, and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely . Aphra Kerr, Senior Lecturer in Sociology, Maynooth University Author InformationDaniel Muriel is a Postdoctoral Research Fellow and Lecturer at the Leisure Studies Institute, University of Deusto, Bilbao, Spain. Garry Crawford is a Professor of Sociology at the University of Salford, Manchester, UK. Tab Content 6Author Website:Countries AvailableAll regions |