Gaming and gamers in times of pandemic:
"This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where...
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York
Bloomsbury Academic
2024
|
Schriftenreihe: | Bloomsbury collections
|
Schlagworte: | |
Online-Zugang: | DE-12 DE-703 Volltext |
Zusammenfassung: | "This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay." |
Beschreibung: | 1 Online-Ressource (288 Seiten) Illustrationen |
ISBN: | 9798765110270 9798765110263 9798765110256 |
DOI: | 10.5040/9798765110270 |
Internformat
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Datensatz im Suchindex
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author2_variant | p s ps j m jm k c kc |
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author_facet | Siuda, Piotr Majewski, Jakub Chmielewski, Krzysztof |
building | Verbundindex |
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id | DE-604.BV049528728 |
illustrated | Not Illustrated |
index_date | 2024-07-03T23:26:38Z |
indexdate | 2024-10-22T12:00:36Z |
institution | BVB |
isbn | 9798765110270 9798765110263 9798765110256 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034874439 |
oclc_num | 1422401334 |
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owner | DE-12 DE-703 |
owner_facet | DE-12 DE-703 |
physical | 1 Online-Ressource (288 Seiten) Illustrationen |
psigel | ZDB-162-BFM ZDB-162-BFM24 ZDB-162-BFM ZDB-162-BFM24 |
publishDate | 2024 |
publishDateSearch | 2024 |
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publisher | Bloomsbury Academic |
record_format | marc |
series2 | Bloomsbury collections |
spelling | Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski New York Bloomsbury Academic 2024 1 Online-Ressource (288 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Bloomsbury collections "This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay." Geschichte 2021-2024 gnd rswk-swf Media studies bicssc Technology: general issues bicssc Virtual worlds bicssc Video games Social aspects Video games Government policy COVID-19 Pandemic, 2020- Social aspects Pandemie (DE-588)4737034-8 gnd rswk-swf COVID-19 (DE-588)1206347392 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Medienkonsum (DE-588)4120719-1 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Medienkonsum (DE-588)4120719-1 s COVID-19 (DE-588)1206347392 s Pandemie (DE-588)4737034-8 s Geschichte 2021-2024 z DE-188 Siuda, Piotr (DE-588)1318363306 edt Majewski, Jakub (DE-588)1345711816 edt Chmielewski, Krzysztof edt Erscheint auch als Druck-Ausgabe, hbk 979-8-7651-1023-2 https://doi.org/10.5040/9798765110270?locatt=label:secondary_bloomsburyCollections Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Gaming and gamers in times of pandemic Media studies bicssc Technology: general issues bicssc Virtual worlds bicssc Video games Social aspects Video games Government policy COVID-19 Pandemic, 2020- Social aspects Pandemie (DE-588)4737034-8 gnd COVID-19 (DE-588)1206347392 gnd Computerspiel (DE-588)4010457-6 gnd Medienkonsum (DE-588)4120719-1 gnd |
subject_GND | (DE-588)4737034-8 (DE-588)1206347392 (DE-588)4010457-6 (DE-588)4120719-1 |
title | Gaming and gamers in times of pandemic |
title_auth | Gaming and gamers in times of pandemic |
title_exact_search | Gaming and gamers in times of pandemic |
title_exact_search_txtP | Gaming and gamers in times of pandemic |
title_full | Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski |
title_fullStr | Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski |
title_full_unstemmed | Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski |
title_short | Gaming and gamers in times of pandemic |
title_sort | gaming and gamers in times of pandemic |
topic | Media studies bicssc Technology: general issues bicssc Virtual worlds bicssc Video games Social aspects Video games Government policy COVID-19 Pandemic, 2020- Social aspects Pandemie (DE-588)4737034-8 gnd COVID-19 (DE-588)1206347392 gnd Computerspiel (DE-588)4010457-6 gnd Medienkonsum (DE-588)4120719-1 gnd |
topic_facet | Media studies Technology: general issues Virtual worlds Video games Social aspects Video games Government policy COVID-19 Pandemic, 2020- Social aspects Pandemie COVID-19 Computerspiel Medienkonsum |
url | https://doi.org/10.5040/9798765110270?locatt=label:secondary_bloomsburyCollections |
work_keys_str_mv | AT siudapiotr gamingandgamersintimesofpandemic AT majewskijakub gamingandgamersintimesofpandemic AT chmielewskikrzysztof gamingandgamersintimesofpandemic |