Social exclusion, power, and video game play :: new research in digital media and technology /
"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and...
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Weitere Verfasser: | , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Lanham :
Lexington Books,
c2012.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"-- |
Beschreibung: | 1 online resource (xix, 262 p.) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780739138625 0739138626 9781280666322 1280666323 |
Internformat
MARC
LEADER | 00000cam a2200000 a 4500 | ||
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049 | |a MAIN | ||
245 | 0 | 0 | |a Social exclusion, power, and video game play : |b new research in digital media and technology / |c edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs. |
260 | |a Lanham : |b Lexington Books, |c c2012. | ||
300 | |a 1 online resource (xix, 262 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a data file |2 rda | ||
504 | |a Includes bibliographical references and index. | ||
588 | |a Description based on print version record and CIP data provided by publisher; resource not viewed. | ||
505 | 0 | 0 | |g Part I. |t Social-Psychological Implications of Virtual Play: |g 1. |t Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity / |r Elena Bertozzi; |g 2. |t Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships / |r Elizabeth Erkenbrack; |g 3. |t The Intermediate Ego: The Location of the Mind at Play / |r Vanessa Long; |g 4. |t Producing Place and Play in Virtual Game Spaces / |r J. Talmadge Wright-- |g Part II. |t Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play: |g 5. |t Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy / |r Jessie Daniels and Nick LaLone; |g 6. |t Worlds of Whiteness: Race and Character Creation in Online Games / |r David Dietrich; |g 7. |t Gendered Pleasures: The Wii, Embodiment and Technological Desire / |r Adrienne L. Massanari; |g 8. |t Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology / |r Joel Ritsema and Bhoomi K. Thakore; |g 9. |t The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs / |r Zek Cypress Valkyrie -- |g Part III. |t Game Fans Speak Out: |g 10. |t World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space / |r Sean C. Duncan; |g 11. |t Cosmo-Play: Japanese Videogames and Western Gamers / |r Mia Consalvo; |g 12. |t Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom / |r R.M. Milner -- |t Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here? / |r Andras Lukacs, David G. Embrick, and J. Talmadge Wright. |
520 | |a "We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"-- |c Provided by publisher. | ||
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Fantasy games |x Social aspects. | |
650 | 0 | |a Role playing |x Social aspects. | |
650 | 0 | |a Leisure |x Social aspects. | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Jeu de rôle |x Aspect social. | |
650 | 6 | |a Loisirs |x Aspect social. | |
650 | 7 | |a SOCIAL SCIENCE / Popular Culture. |2 bisacsh | |
650 | 7 | |a GAMES / Role Playing & Fantasy. |2 bisacsh | |
650 | 7 | |a GAMES / Video & Electronic. |2 bisacsh | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies. |2 bisacsh | |
650 | 7 | |a TECHNOLOGY & ENGINEERING / Social Aspects. |2 bisacsh | |
650 | 7 | |a TECHNOLOGY & ENGINEERING / Telecommunications. |2 bisacsh | |
650 | 7 | |a Fantasy games |x Social aspects |2 fast | |
650 | 7 | |a Leisure |x Social aspects |2 fast | |
650 | 7 | |a Role playing |x Social aspects |2 fast | |
650 | 7 | |a Video games |x Social aspects |2 fast | |
655 | 7 | |a dissertations. |2 aat | |
655 | 7 | |a Academic theses |2 fast | |
655 | 7 | |a Academic theses. |2 lcgft |0 http://id.loc.gov/authorities/genreForms/gf2014026039 | |
655 | 7 | |a Thèses et écrits académiques. |2 rvmgf | |
700 | 1 | |a Embrick, David G. | |
700 | 1 | |a Wright, J. Talmadge. | |
700 | 1 | |a Lukács, András. | |
776 | 0 | 8 | |i Print version: |t Social exclusion, power, and video game play |d Lanham : Lexington Books, c2012. |z 9780739138601 (hardback) |w (DLC) 2011047269 |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=449153 |3 Volltext |
938 | |a Coutts Information Services |b COUT |n 23980424 | ||
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938 | |a EBSCOhost |b EBSC |n 449153 | ||
938 | |a ProQuest MyiLibrary Digital eBook Collection |b IDEB |n cis23980424 | ||
938 | |a Publisher Row |b PUBR |n 17986 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1298208547 |
---|---|
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adam_text | |
any_adam_object | |
author2 | Embrick, David G. Wright, J. Talmadge Lukács, András |
author2_role | |
author2_variant | d g e dg dge j t w jt jtw a l al |
author_additional | Elena Bertozzi; Elizabeth Erkenbrack; Vanessa Long; J. Talmadge Wright-- Jessie Daniels and Nick LaLone; David Dietrich; Adrienne L. Massanari; Joel Ritsema and Bhoomi K. Thakore; Zek Cypress Valkyrie -- Sean C. Duncan; Mia Consalvo; R.M. Milner -- Andras Lukacs, David G. Embrick, and J. Talmadge Wright. |
author_facet | Embrick, David G. Wright, J. Talmadge Lukács, András |
author_sort | Embrick, David G. |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S63 |
callnumber-search | GV1469.34.S63 |
callnumber-sort | GV 41469.34 S63 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Social-Psychological Implications of Virtual Play: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity / Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships / The Intermediate Ego: The Location of the Mind at Play / Producing Place and Play in Virtual Game Spaces / Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play: Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy / Worlds of Whiteness: Race and Character Creation in Online Games / Gendered Pleasures: The Wii, Embodiment and Technological Desire / Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology / The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs / Game Fans Speak Out: World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space / Cosmo-Play: Japanese Videogames and Western Gamers / Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom / Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here? / |
ctrlnum | (OCoLC)1298208547 |
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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genre | dissertations. aat Academic theses fast Academic theses. lcgft http://id.loc.gov/authorities/genreForms/gf2014026039 Thèses et écrits académiques. rvmgf |
genre_facet | dissertations. Academic theses Academic theses. Thèses et écrits académiques. |
id | ZDB-4-EBA-on1298208547 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:30:30Z |
institution | BVB |
isbn | 9780739138625 0739138626 9781280666322 1280666323 |
language | English |
lccn | 2021698354 |
oclc_num | 1298208547 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (xix, 262 p.) |
psigel | ZDB-4-EBA |
publishDate | 2012 |
publishDateSearch | 2012 |
publishDateSort | 2012 |
publisher | Lexington Books, |
record_format | marc |
spelling | Social exclusion, power, and video game play : new research in digital media and technology / edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs. Lanham : Lexington Books, c2012. 1 online resource (xix, 262 p.) text txt rdacontent computer c rdamedia online resource cr rdacarrier data file rda Includes bibliographical references and index. Description based on print version record and CIP data provided by publisher; resource not viewed. Part I. Social-Psychological Implications of Virtual Play: 1. Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity / Elena Bertozzi; 2. Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships / Elizabeth Erkenbrack; 3. The Intermediate Ego: The Location of the Mind at Play / Vanessa Long; 4. Producing Place and Play in Virtual Game Spaces / J. Talmadge Wright-- Part II. Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play: 5. Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy / Jessie Daniels and Nick LaLone; 6. Worlds of Whiteness: Race and Character Creation in Online Games / David Dietrich; 7. Gendered Pleasures: The Wii, Embodiment and Technological Desire / Adrienne L. Massanari; 8. Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology / Joel Ritsema and Bhoomi K. Thakore; 9. The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs / Zek Cypress Valkyrie -- Part III. Game Fans Speak Out: 10. World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space / Sean C. Duncan; 11. Cosmo-Play: Japanese Videogames and Western Gamers / Mia Consalvo; 12. Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom / R.M. Milner -- Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here? / Andras Lukacs, David G. Embrick, and J. Talmadge Wright. "We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"-- Provided by publisher. Video games Social aspects. Fantasy games Social aspects. Role playing Social aspects. Leisure Social aspects. Jeux vidéo Aspect social. Jeu de rôle Aspect social. Loisirs Aspect social. SOCIAL SCIENCE / Popular Culture. bisacsh GAMES / Role Playing & Fantasy. bisacsh GAMES / Video & Electronic. bisacsh SOCIAL SCIENCE / Media Studies. bisacsh TECHNOLOGY & ENGINEERING / Social Aspects. bisacsh TECHNOLOGY & ENGINEERING / Telecommunications. bisacsh Fantasy games Social aspects fast Leisure Social aspects fast Role playing Social aspects fast Video games Social aspects fast dissertations. aat Academic theses fast Academic theses. lcgft http://id.loc.gov/authorities/genreForms/gf2014026039 Thèses et écrits académiques. rvmgf Embrick, David G. Wright, J. Talmadge. Lukács, András. Print version: Social exclusion, power, and video game play Lanham : Lexington Books, c2012. 9780739138601 (hardback) (DLC) 2011047269 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=449153 Volltext |
spellingShingle | Social exclusion, power, and video game play : new research in digital media and technology / Social-Psychological Implications of Virtual Play: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity / Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships / The Intermediate Ego: The Location of the Mind at Play / Producing Place and Play in Virtual Game Spaces / Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play: Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy / Worlds of Whiteness: Race and Character Creation in Online Games / Gendered Pleasures: The Wii, Embodiment and Technological Desire / Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology / The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs / Game Fans Speak Out: World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space / Cosmo-Play: Japanese Videogames and Western Gamers / Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom / Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here? / Video games Social aspects. Fantasy games Social aspects. Role playing Social aspects. Leisure Social aspects. Jeux vidéo Aspect social. Jeu de rôle Aspect social. Loisirs Aspect social. SOCIAL SCIENCE / Popular Culture. bisacsh GAMES / Role Playing & Fantasy. bisacsh GAMES / Video & Electronic. bisacsh SOCIAL SCIENCE / Media Studies. bisacsh TECHNOLOGY & ENGINEERING / Social Aspects. bisacsh TECHNOLOGY & ENGINEERING / Telecommunications. bisacsh Fantasy games Social aspects fast Leisure Social aspects fast Role playing Social aspects fast Video games Social aspects fast |
subject_GND | http://id.loc.gov/authorities/genreForms/gf2014026039 |
title | Social exclusion, power, and video game play : new research in digital media and technology / |
title_alt | Social-Psychological Implications of Virtual Play: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity / Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships / The Intermediate Ego: The Location of the Mind at Play / Producing Place and Play in Virtual Game Spaces / Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play: Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy / Worlds of Whiteness: Race and Character Creation in Online Games / Gendered Pleasures: The Wii, Embodiment and Technological Desire / Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology / The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs / Game Fans Speak Out: World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space / Cosmo-Play: Japanese Videogames and Western Gamers / Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom / Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here? / |
title_auth | Social exclusion, power, and video game play : new research in digital media and technology / |
title_exact_search | Social exclusion, power, and video game play : new research in digital media and technology / |
title_full | Social exclusion, power, and video game play : new research in digital media and technology / edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs. |
title_fullStr | Social exclusion, power, and video game play : new research in digital media and technology / edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs. |
title_full_unstemmed | Social exclusion, power, and video game play : new research in digital media and technology / edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs. |
title_short | Social exclusion, power, and video game play : |
title_sort | social exclusion power and video game play new research in digital media and technology |
title_sub | new research in digital media and technology / |
topic | Video games Social aspects. Fantasy games Social aspects. Role playing Social aspects. Leisure Social aspects. Jeux vidéo Aspect social. Jeu de rôle Aspect social. Loisirs Aspect social. SOCIAL SCIENCE / Popular Culture. bisacsh GAMES / Role Playing & Fantasy. bisacsh GAMES / Video & Electronic. bisacsh SOCIAL SCIENCE / Media Studies. bisacsh TECHNOLOGY & ENGINEERING / Social Aspects. bisacsh TECHNOLOGY & ENGINEERING / Telecommunications. bisacsh Fantasy games Social aspects fast Leisure Social aspects fast Role playing Social aspects fast Video games Social aspects fast |
topic_facet | Video games Social aspects. Fantasy games Social aspects. Role playing Social aspects. Leisure Social aspects. Jeux vidéo Aspect social. Jeu de rôle Aspect social. Loisirs Aspect social. SOCIAL SCIENCE / Popular Culture. GAMES / Role Playing & Fantasy. GAMES / Video & Electronic. SOCIAL SCIENCE / Media Studies. TECHNOLOGY & ENGINEERING / Social Aspects. TECHNOLOGY & ENGINEERING / Telecommunications. Fantasy games Social aspects Leisure Social aspects Role playing Social aspects Video games Social aspects dissertations. Academic theses Academic theses. Thèses et écrits académiques. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=449153 |
work_keys_str_mv | AT embrickdavidg socialexclusionpowerandvideogameplaynewresearchindigitalmediaandtechnology AT wrightjtalmadge socialexclusionpowerandvideogameplaynewresearchindigitalmediaandtechnology AT lukacsandras socialexclusionpowerandvideogameplaynewresearchindigitalmediaandtechnology |