Digital gaming is today a significant economic phenomenon as
well as being an intrinsic part of a convergent media culture in
postmodern societies. Its ubiquity, as well as the sheer volume of
hours young people spend gaming, should make it ripe for urgent
academic enquiry, yet the subject was a research backwater until
the turn of the millennium. Even today, as tens of millions of
young people spend their waking hours manipulating avatars and
gaming characters on computer screens, the subject is still treated
with scepticism in some academic circles. This handbook aims to
reflect the relevance and value of studying digital games, now the
subject of a growing number of studies, surveys, conferences and
publications.
As an overview of the current state of research into digital
gaming, the 42 papers included in this handbook focus on the social
and cultural relevance of gaming. In doing so, they provide an
alternative perspective to one-dimensional studies of gaming, whose
agendas do not include cultural factors. The contributions, which
range from theoretical approaches to empirical studies, cover
various topics including analyses of games themselves, the
player-game interaction, and the social context of gaming. In
addition, the educational aspects of games and gaming are treated
in a discrete section. With material on non-commercial gaming
trends such as 'modding', and a multinational group of authors from
eleven nations, the handbook is a vital publication demonstrating
that new media cultures are far more complex and diverse than
commonly assumed in a debate dominated by concerns over violent
content.
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