The Players' Realm : Studies on the Culture of Video Games and Gaming

個数:

The Players' Realm : Studies on the Culture of Video Games and Gaming

  • 在庫がございません。海外の書籍取次会社を通じて出版社等からお取り寄せいたします。
    通常6~9週間ほどで発送の見込みですが、商品によってはさらに時間がかかることもございます。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合がございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて

  • 提携先の海外書籍取次会社に在庫がございます。通常約2週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 314 p.
  • 言語 ENG
  • 商品コード 9780786428328
  • DDC分類 306.481

Full Description

Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games.

This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.

Contents

Table of Contents

Introduction: From Moral Panics to Mature Games Research in Action           

Section 1: Control versus Authorship     

1. Who Governs the Gamers?     

2. Terms of Service and Terms of Play in Children's Online Gaming     

3. Narrative Power in Online Game Worlds: The Story of Cybertown     

4. Law and Disorder in Cyberspace: How Systems of Justice Developed in Online Text-Based Gaming Communities     

Section 2: Discourse and Ideology     

5. From The Green Berets to America's Army: Video Games as a Vehicle for Political Propaganda     

6. Rhetorics of Computer and Video Game Research     

7. From Margin to Center: Biographies of Technicity and the Construction of Hegemonic Games Culture     

8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape     

Section 3: Experience and Identity     

9. The Player's Journey     

10. Mutual Fantasy Online: Playing with People     

11. From Dollhouse to Metaverse: What Happened When The Sims Went Online     

12. Platform Dependent: Console and Computer Cultures     

Section 4: Consumption and Community     

13. Mapping Independent Game Design      

14. Desire for Commodities and Fantastic Consumption in Digital Games     

15. Reading and Playing: What Makes Interactive Fiction Unique     

About the Contributors     

Index     

最近チェックした商品