Ethnographies of the Videogame : Gender, Narrative and Praxis.

By: Thornham, HelenMaterial type: TextTextPublisher: Farnham : Routledge, 2011Copyright date: ©2011Edition: 1st edDescription: 1 online resource (218 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9780754699408Subject(s): Video games -- Social aspects | Video gamesGenre/Form: Electronic books.Additional physical formats: Print version:: Ethnographies of the Videogame : Gender, Narrative and PraxisDDC classification: 306.487 LOC classification: GV1469.17.S63 -- T46 2011ebOnline resources: Click to View
Contents:
Cover -- Contents -- List of Figures -- Acknowledgements -- 1 Introductions: Videogames, Gender, Ethnography -- 2 Constructing a Gendered Gaming Identity -- 3 Articulating Pleasure: Gender, Technology and Power -- 4 The Practices of Gameplay -- 5 Bodies and Action -- 6 Pleasure and the Imagined Gamer -- 7 Conclusions: Towards a Theory of Domestic Videogaming -- Appendix 1: Index and Statistics of Houses and Household Members -- Appendix 2: Index of Interviews -- Bibliography -- Index.
Summary: Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
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Cover -- Contents -- List of Figures -- Acknowledgements -- 1 Introductions: Videogames, Gender, Ethnography -- 2 Constructing a Gendered Gaming Identity -- 3 Articulating Pleasure: Gender, Technology and Power -- 4 The Practices of Gameplay -- 5 Bodies and Action -- 6 Pleasure and the Imagined Gamer -- 7 Conclusions: Towards a Theory of Domestic Videogaming -- Appendix 1: Index and Statistics of Houses and Household Members -- Appendix 2: Index of Interviews -- Bibliography -- Index.

Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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