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Social Exclusion, Power, and Video Game Play - New Research in Digital Media and Technology (Paperback): David G. Embrick,... Social Exclusion, Power, and Video Game Play - New Research in Digital Media and Technology (Paperback)
David G. Embrick, Talmadge J. Wright, Andras Lukacs
R1,320 Discovery Miles 13 200 Ships in 12 - 19 working days

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.

Social Exclusion, Power, and Video Game Play - New Research in Digital Media and Technology (Hardcover, New): David G. Embrick,... Social Exclusion, Power, and Video Game Play - New Research in Digital Media and Technology (Hardcover, New)
David G. Embrick, Talmadge J. Wright, Andras Lukacs
R2,861 Discovery Miles 28 610 Ships in 12 - 19 working days

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.

Utopic Dreams and Apocalyptic Fantasies - Critical Approaches to Researching Video Game Play (Hardcover, New): Talmadge J.... Utopic Dreams and Apocalyptic Fantasies - Critical Approaches to Researching Video Game Play (Hardcover, New)
Talmadge J. Wright, David G. Embrick, Andras Lukacs; Contributions by Rebecca Carlson, Samuel Coavoux, …
R2,861 Discovery Miles 28 610 Ships in 12 - 19 working days

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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