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Video games are becoming culturally dominant. But what does their
popularity say about our contemporary society? This book explores
video game culture, but in doing so, utilizes video games as a lens
through which to understand contemporary social life. Video games
are becoming an increasingly central part of our cultural lives,
impacting on various aspects of everyday life such as our
consumption, communities, and identity formation. Drawing on new
and original empirical data - including interviews with gamers, as
well as key representatives from the video game industry, media,
education, and cultural sector - Video Games as Culture not only
considers contemporary video game culture, but also explores how
video games provide important insights into the modern nature of
digital and participatory culture, patterns of consumption and
identity formation, late modernity, and contemporary political
rationalities. This book will appeal to undergraduate and
postgraduate students, as well as postdoctoral researchers,
interested in fields such Video Games, Sociology, and Media and
Cultural Studies. It will also be useful for those interested in
the wider role of culture, technology, and consumption in the
transformation of society, identities, and communities.
Video games are becoming culturally dominant. But what does their
popularity say about our contemporary society? This book explores
video game culture, but in doing so, utilizes video games as a lens
through which to understand contemporary social life. Video games
are becoming an increasingly central part of our cultural lives,
impacting on various aspects of everyday life such as our
consumption, communities, and identity formation. Drawing on new
and original empirical data - including interviews with gamers, as
well as key representatives from the video game industry, media,
education, and cultural sector - Video Games as Culture not only
considers contemporary video game culture, but also explores how
video games provide important insights into the modern nature of
digital and participatory culture, patterns of consumption and
identity formation, late modernity, and contemporary political
rationalities. This book will appeal to undergraduate and
postgraduate students, as well as postdoctoral researchers,
interested in fields such Video Games, Sociology, and Media and
Cultural Studies. It will also be useful for those interested in
the wider role of culture, technology, and consumption in the
transformation of society, identities, and communities.
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