In recent years, computer technology has permeated all aspects of
life. Not only have work and education but leisure time and play
have been all but revolutionized. Increasingly, digital games are
the way we play. This volume addresses the world of digital games,
with special emphasis on the roll and input of the gamer himself.
In fifteen essays, the contributors discuss the various ways the
game player interacts with the game. The first half of the book
considers the physical and mental aspects of digital game play. The
second section concentrates on factors that influence play,
including the perception of the game player. Essays cover the full
range of digital gaming, including computer, video and arcade
games. Topics include a psychoanalytical investigation of
particular, often controversial games; the ways in which
game-playing crosses socioeconomic, age, gender and racial lines;
and the physical and mental relationship between the game and the
gamer. The final essays discuss scholars' perceptions of digital
media.
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