Gaming and Gamers in Times of Pandemic

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Gaming and Gamers in Times of Pandemic

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 288 p.
  • 言語 ENG
  • 商品コード 9798765110249
  • DDC分類 794.8

Full Description

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.

Contents

List of Figures
List of Tables

Introduction: Gamers and Gaming in the Strangest of Times
Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki University in Bydgoszcz, Poland)

Part I: During the Pandemic...
1. Roblox in Lockdown: Understanding Young People's Digital Social Play in the Pandemic
Hugh Davies and Larissa Hjorth (RMIT University, Australia)
2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics in the Early Stage of the COVID-19 Pandemic
Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen (University of Jyväskylä, Finland)
3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons During the Lockdown
Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec, Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français, Canada)
4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic Account
Lobna Hassan (Lappeenranta University of Technology, Finland)

Part II: The Lasting Impact of the Pandemic
5. When the Virtual Office Became Reality: Digital Game Development During and After the Lockdown
Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)
6. The Influence of COVID-19 on Newspaper Discourses on Video Games in Cross-Cultural Perspective: Between Safe Social Spaces and Video Game Addiction
Stefan Brückner (Toyo University, Japan)
7. A Review of Studies on Location-based Live Service Games During the COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the Pre-pandemic State
Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli Laato (Tampere University, Finland)
8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged Gaming Practices
Noel Brett and Sasha Soraine (McMaster University, Canada)

Part III: Lessons Learned
9. "It Was All Without Emotions, and This Wasn't the Same Anymore": "Replacing" Traditional Sports with Esports During the COVID-19 Pandemic
Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland), and Dobroslaw Mankowski (University of Gdansk, Poland)
10. Playing as the World Falls Apart: The Use of Video Games During the COVID-19 Crisis: The Case of Italy
Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)
11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting on the Pandemic
Adam Jerrett (University of Portsmouth, UK)

List of Contributors
Index

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