Social Exclusion, Power, and Video Game Play : New Research in Digital Media and Technology.

By: Embrick, David GContributor(s): Wright, Talmadge J | Lukacs, AndrasMaterial type: TextTextPublisher: Lanham, MD : Lexington Books, 2012Copyright date: ©2012Description: 1 online resource (238 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9780739138625Subject(s): Video games - Social aspectsGenre/Form: Electronic books.Additional physical formats: Print version:: Social Exclusion, Power, and Video Game Play : New Research in Digital Media and TechnologyDDC classification: 303.4834 LOC classification: 2011047269Online resources: Click to View
Contents:
Intro -- Acknowledgments -- Introduction -- Part I: Social-Psychological Implications of Virtual Play -- 1 Marking the Territory -- 2 Discursive Engagements in World of Warcraft -- 3 The Intermediate Ego -- 4 Producing Place and Play in Virtual Game Spaces -- Part II: Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play -- 5 Racism in Video Gaming -- 6 Worlds of Whiteness -- 7 Gendered Pleasures -- 8 Sincere Fictions of Whiteness in Virtual Worlds -- 9 The Goddess Paradox -- Part III: Game Fans Speak Out -- 10 World of Warcraft and "the World of Science" -- 11 Cosmo-Play -- 12 Beyond the Virtual Realm -- Conclusion -- Index.
Summary: This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.
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Intro -- Acknowledgments -- Introduction -- Part I: Social-Psychological Implications of Virtual Play -- 1 Marking the Territory -- 2 Discursive Engagements in World of Warcraft -- 3 The Intermediate Ego -- 4 Producing Place and Play in Virtual Game Spaces -- Part II: Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play -- 5 Racism in Video Gaming -- 6 Worlds of Whiteness -- 7 Gendered Pleasures -- 8 Sincere Fictions of Whiteness in Virtual Worlds -- 9 The Goddess Paradox -- Part III: Game Fans Speak Out -- 10 World of Warcraft and "the World of Science" -- 11 Cosmo-Play -- 12 Beyond the Virtual Realm -- Conclusion -- Index.

This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

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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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