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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. 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 (based on race, class, or gender) in the virtual
environment is 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 of drawing attention to
the need for more studies that are both sociological and critical.
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. 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 (based on race, class, or gender) in the virtual
environment is 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 of drawing attention to
the need for more studies that are both sociological and critical.
Few books have attempted to contextualize the importance of video
game play with a critical social, cultural and political
perspective that raises the question of the significance of work,
pleasure, fantasy and play in the modern world. The study of why
video game play is "fun" has often been relegated to psychology, or
the disciplines of cultural anthropology, literary and media
studies, communications and other assorted humanistic and social
science disciplines. In Utopic Dreams and Apocalyptic Fantasies,
Talmadge Wright, David Embrick and Andras Lukacs invites us to move
further and consider questions on appropriate methods of
researching games, understanding the carnival quality of modern
life, the role of marketing in altering game narratives, and the
role of fantasy and desire in modern video game play. Embracing an
approach that combines a cultural and/or critical studies approach
with a sociological understanding of this new media moves the
debate beyond simple media effects, moral panics, and industry
boosterism to one of asking critical questions, what does modern
video game play "mean," what questions should we be asking, and
what can sociological research contribute to answering these
questions. This collection includes works which use textual
analysis, audience based research, symbolic interactionism, as well
as political economic and psychoanalytic perspectives to illuminate
areas of inquiry that preserves the pleasure of modern play while
asking tough questions about what such pleasure means in a world
divided by political, economic, cultural and social inequalities.
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