Social Exclusion, Power, and Video Game Play
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Social Exclusion, Power, and Video Game Play

New Research in Digital Media and Technology
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9780739138625
Veröffentl:
2012
Seiten:
294
Autor:
David G. Embrick
eBook Typ:
EPUB
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

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.
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.
Part I. Introduction
Chapter 1: Introduction to Social Exclusion, Power and Video Game Play
David G. Embrick, J. Talmadge Wright and Andras Lukacs
Part II. Social-Psychological Implications of Virtual Play
Chapter 2: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinities
Elena Bertozzi
Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships
Elizabeth ErkenBrack
Chapter 4: The Intermediate Ego – The Location of the Mind at Play
Vanessa Long
Chapter 5: Producing the Social in Virtual Realms
J. Talmadge Wright
Part III. Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play
Chapter 6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy
Jessie Daniels and Nick LaLone
Chapter 7: Worlds of Whiteness: Race and Character Creation in Online Games
David Dietrich
Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire
Adrienne Massanari
Chapter 9: Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Colorblind, White Supremacist Ideology
Joel Ritsema and Bhoomi Thakore
Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs
Zek Cypress Valkyrie
Part IV. Game Fans Speak Out
Chapter 11: To Play is to Design: An Analysis of Player/Designer Interactions in World of Warcraft
Sean C. Duncan
Chapter 12: Western Otaku: Games Crossing Cultures
Mia Consalvo
Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers, and the Troublesome Issue of Ownership in Videogame Fandom
R.M. Milner
Part V. Summary and Conclusions
Chapter 14: Conclusion
Andras Lukacs, David G. Embrick, and J. Talmadge Wright

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