Gaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games by Sean Q. Hendricks (2006, Trade Paperback)

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Product Identifiers

PublisherMcfarland & Company, Incorporated Publishers
ISBN-100786424362
ISBN-139780786424368
eBay Product ID (ePID)50571284

Product Key Features

Number of Pages232 Pages
Publication NameGaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games
LanguageEnglish
Publication Year2006
SubjectGeneral, Popular Culture, Role Playing & Fantasy
TypeTextbook
Subject AreaSocial Science, Games & Activities
AuthorSean Q. Hendricks
FormatTrade Paperback

Dimensions

Item Height0.5 in
Item Weight11.2 Oz
Item Length9 in
Item Width6 in

Additional Product Features

Intended AudienceScholarly & Professional
LCCN2006-001521
Reviews"perfect...studious and detailed"-- Midwest Book Review "impressive...superb...insightful perspectives"-- Journal of Popular Culture "this book presents the most current research in fantasy games"-- New Books in the Communications Library., "perfect...studious and detailed"- Midwest Book Review ; "impressive...superb...insightful perspectives"- Journal of Popular Culture ; "this book presents the most current research in fantasy games"- New Books in the Communications Library., "perfect...studious and detailed"-- Midwest Book Review ; "impressive...superb...insightful perspectives"-- Journal of Popular Culture ; "this book presents the most current research in fantasy games"-- New Books in the Communications Library.
Dewey Edition22
Number of Volumes1 vol.
IllustratedYes
Dewey Decimal793.93
Table Of ContentTable of Contents Acknowledgments Introduction: Fantasy Games, Gaming Cultures, and Social Life I. SOCIAL REALITY 1. The Role-Playing Game and the Game of Role-Playing: The Ludic Self and Everyday Life 2. Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming 3. Social Events and Roles in Magic: A Semiotic Analysis II. IDENTITY 4. Consumption and Authenticity in the Collectible Strategy Games Subculture 5. Desktop Conquistadors: Negotiating American Manhood in the Digital Fantasy Role-Playing Game 6. Playing with Identity: Unconscious Desire and Role-Playing Games 7. The Business and the Culture of Gaming III. EXPERIENCE 8. Online Gaming and the Interactional Self: Identity Interplay in Situated Practice 9. Invoking the Avatar: Gaming Skills as Cultural and Out-of-Game Capital 10. Vicarious Experience: Staying There Connected With and Through Our Own and Other Characters About the Contributors Index
SynopsisPresents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games., Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
LC Classification NumberGV1469.6.G36 2006

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