Utopic dreams and apocalyptic fantasies :: critical approaches to researching video game play /
Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Lanham, Md. :
Rowman & Littlefield Publishers,
©2010.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective. |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780739147009 0739147005 0739147021 9780739147023 1282921878 9781282921870 9786612921872 6612921870 |
Internformat
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245 | 0 | 0 | |a Utopic dreams and apocalyptic fantasies : |b critical approaches to researching video game play / |c edited by J. Talmadge Wright, David G. Embrick, and András Lukács. |
260 | |a Lanham, Md. : |b Rowman & Littlefield Publishers, |c ©2010. | ||
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
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504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Acknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ́s Luka ́cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ́s Luka ́cs; chapter five | |
505 | 8 | |a Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine | |
505 | 8 | |a Coding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen | |
505 | 8 | |a Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ́s Luka ́cs, J. Talmadge Wright, and David G. Embrick; About the Contributors | |
520 | |a Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective. | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Video games industry |x Social aspects. | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Jeux vidéo |x Industrie |x Aspect social. | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
700 | 1 | |a Wright, J. Talmadge. | |
700 | 1 | |a Embrick, David G. | |
700 | 1 | |a Lukács, András. | |
776 | 0 | 8 | |i Print version: |z 9786612921872 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn889242574 |
---|---|
_version_ | 1816882283318083584 |
adam_text | |
any_adam_object | |
author2 | Wright, J. Talmadge Embrick, David G. Lukács, András |
author2_role | |
author2_variant | j t w jt jtw d g e dg dge a l al |
author_facet | Wright, J. Talmadge Embrick, David G. Lukács, András |
author_sort | Wright, J. Talmadge |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S63 U76 2010eb |
callnumber-search | GV1469.34.S63 U76 2010eb |
callnumber-sort | GV 41469.34 S63 U76 42010EB |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Acknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ́s Luka ́cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ́s Luka ́cs; chapter five Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine Coding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ́s Luka ́cs, J. Talmadge Wright, and David G. Embrick; About the Contributors |
ctrlnum | (OCoLC)889242574 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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Embrick, and András Lukács.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Lanham, Md. :</subfield><subfield code="b">Rowman & Littlefield Publishers,</subfield><subfield code="c">©2010.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Print version record.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Acknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ́s Luka ́cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ́s Luka ́cs; chapter five</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Coding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ́s Luka ́cs, J. Talmadge Wright, and David G. 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id | ZDB-4-EBA-ocn889242574 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:26:09Z |
institution | BVB |
isbn | 9780739147009 0739147005 0739147021 9780739147023 1282921878 9781282921870 9786612921872 6612921870 |
language | English |
oclc_num | 889242574 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Rowman & Littlefield Publishers, |
record_format | marc |
spelling | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / edited by J. Talmadge Wright, David G. Embrick, and András Lukács. Lanham, Md. : Rowman & Littlefield Publishers, ©2010. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and index. Print version record. Acknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ́s Luka ́cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ́s Luka ́cs; chapter five Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine Coding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ́s Luka ́cs, J. Talmadge Wright, and David G. Embrick; About the Contributors Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective. English. Video games Social aspects. Video games industry Social aspects. Jeux vidéo Aspect social. Jeux vidéo Industrie Aspect social. Video games Social aspects fast Wright, J. Talmadge. Embrick, David G. Lukács, András. Print version: 9786612921872 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=350318 Volltext |
spellingShingle | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / Acknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ́s Luka ́cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ́s Luka ́cs; chapter five Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine Coding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ́s Luka ́cs, J. Talmadge Wright, and David G. Embrick; About the Contributors Video games Social aspects. Video games industry Social aspects. Jeux vidéo Aspect social. Jeux vidéo Industrie Aspect social. Video games Social aspects fast |
title | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / |
title_auth | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / |
title_exact_search | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / |
title_full | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / edited by J. Talmadge Wright, David G. Embrick, and András Lukács. |
title_fullStr | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / edited by J. Talmadge Wright, David G. Embrick, and András Lukács. |
title_full_unstemmed | Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / edited by J. Talmadge Wright, David G. Embrick, and András Lukács. |
title_short | Utopic dreams and apocalyptic fantasies : |
title_sort | utopic dreams and apocalyptic fantasies critical approaches to researching video game play |
title_sub | critical approaches to researching video game play / |
topic | Video games Social aspects. Video games industry Social aspects. Jeux vidéo Aspect social. Jeux vidéo Industrie Aspect social. Video games Social aspects fast |
topic_facet | Video games Social aspects. Video games industry Social aspects. Jeux vidéo Aspect social. Jeux vidéo Industrie Aspect social. Video games Social aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=350318 |
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