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OverviewVideo games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities. Full Product DetailsAuthor: Daniel Muriel (University of Salford, UK) , Garry Crawford (University of Salford, UK)Publisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.540kg ISBN: 9781138655102ISBN 10: 1138655104 Pages: 194 Publication Date: 20 March 2018 Audience: College/higher education , Tertiary & Higher Education , Undergraduate Format: Hardback 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 |