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As the digital revolution continues apace, emergent technologies
and means of communication present new challenges and opportunities
for the football industry. This is the first book to bring together
key contemporary debates at the intersection of football studies,
leisure studies, and digital cultural studies. It presents cutting
edge theoretical and empirical work based around four key themes:
theorizing digital football cultures; digital football fandom;
football and social media; and football (sub)cybercultures.
Covering topics such as transnational digital fandom, online abuse,
and gender, Digital Football Cultures argues that we are witnessing
the hyperdigitalization of the world's most popular sport. This
book is a valuable resource for students and researchers working in
leisure studies, sports studies, football studies, and critical
media studies, as well as geography, anthropology, criminology, and
sociology. It is also fascinating reading for anybody working in
sport, media, and culture.
As the digital revolution continues apace, emergent technologies
and means of communication present new challenges and opportunities
for the football industry. This is the first book to bring together
key contemporary debates at the intersection of football studies,
leisure studies, and digital cultural studies. It presents cutting
edge theoretical and empirical work based around four key themes:
theorizing digital football cultures; digital football fandom;
football and social media; and football (sub)cybercultures.
Covering topics such as transnational digital fandom, online abuse,
and gender, Digital Football Cultures argues that we are witnessing
the hyperdigitalization of the world's most popular sport. This
book is a valuable resource for students and researchers working in
leisure studies, sports studies, football studies, and critical
media studies, as well as geography, anthropology, criminology, and
sociology. It is also fascinating reading for anybody working in
sport, media, and culture.
There is little question of the social, cultural and economic
importance of video games in the world today, with gaming now
rivalling the movie and music sectors as a major leisure industry
and pastime. The significance of video games within our everyday
lives has certainly been increased and shaped by new technologies
and gaming patterns, including the rise of home-based games
consoles, advances in mobile telephone technology, the rise in more
'sociable' forms of gaming, and of course the advent of the
Internet. This book explores the opportunities, challenges and
patterns of gameplay and sociality afforded by the Internet and
online gaming. Bringing together a series of original essays from
both leading and emerging academics in the field of game studies,
many of which employ new empirical work and innovative theoretical
approaches to gaming, this book considers key issues crucial to our
understanding of online gaming and associated social relations,
including: patterns of play, legal and copyright issues, player
production, identity construction, gamer communities,
communication, patterns of social exclusion and inclusion around
religion, gender and disability, and future directions in online
gaming.
Video gaming is economically, educationally, culturally, socially
and theoretically important, and has, in a relatively short period
of time, firmly cemented its place within contemporary life. It is
fair to say, however, that the majority of research to date has
focused most specifically on either the video games themselves, or
the direct engagement of gamers with a specific piece of game
technology. In contrast, Video Gamers is the first book to
explicitly and comprehensively address how digital games are
experienced and engaged with in the everyday lives, social
networks, and consumer patterns of those who play them. In doing
so, the book provides a key introduction to the study of gamers and
the games they play, whilst also reflecting on the current debates
and literatures surrounding the virtual world.
Video gaming is economically, educationally, culturally,
socially and theoretically important, and has, in a relatively
short period of time, firmly cemented its place within contemporary
life. It is fair to say, however, that the majority of research to
date has focused most specifically on either the video games
themselves, or the direct engagement of gamers with a specific
piece of game technology.
In contrast, Video Gamers is the first book to explicitly and
comprehensively address how digital games are experienced and
engaged with in the everyday lives, social networks and consumer
patterns of those who play them. In doing so, the book provides a
key introduction to the study of gamers and the games they play,
whilst also reflecting on the current debates and literatures
surrounding gaming practices.
Consuming Sport offers a detailed consideration of how sport is
experienced and engaged with in the everyday lives, social networks
and consumer patterns of its followers. It examines the processes
of becoming a sport fan, and the social and moral career that
supporters follow as their involvement develops over a life-course.
The book argues that while for many people sport matters, for many
more, it does not. Though for some sport is significant in shaping
their social and cultural identity, it is often consumed and
experienced by others in quite mundane and everyday ways, through
the media images that surround us, conversations overheard and in
the clothing of people we pass by. As well as developing a new
theory of sport fandom the book links this discussion to wider
debates on audiences, fan cultures and consumer practices. The text
argues that for far too long consideration of sport fans has
focused on exceptional forms of support ignoring the myriad of ways
in which sport can be experienced and consumed in everyday life.
Consuming Sport offers a detailed consideration of how sport is
experienced and engaged with in the everyday lives, social networks
and consumer patterns of its followers. It examines the processes
of becoming a sport fan, and the social and moral career that
supporters follow as their involvement develops over a life-course.
The book argues that while for many people sport matters, for many
more, it does not. Though for some sport is significant in shaping
their social and cultural identity, it is often consumed and
experienced by others in quite mundane and everyday ways, through
the media images that surround us, conversations overheard and in
the clothing of people we pass by. As well as developing a new
theory of sport fandom the book links this discussion to wider
debates on audiences, fan cultures and consumer practices. The text
argues that for far too long consideration of sport fans has
focused on exceptional forms of support ignoring the myriad of ways
in which sport can be experienced and consumed in everyday life.
This updated, new edition of Introducing Cultural Studies provides a systematic and comprehensible introduction to the concepts, debates and latest research in the field.
Reinforcing the interdisciplinary nature of Cultural Studies, the authors first guide the reader through cultural theory before branching out to examine different dimensions of culture in detail - including globalisation, the body, geography, fashion, and politics. Incorporating new scholarship and international examples, this new edition includes: New and improved 'Defining Concepts', 'Key Influences', 'Example ', and 'Spotlight' features that probe deeper into the most significant ideas, theorists and examples, ensuring you obtain an in-depth understanding of the subject.
A brand new companion website featuring a flashcard glossary, web links, discussion and essay questions to stimulate independent study. A new-look text design with over 60 pictures and tables draws all these elements together in an attractive, accessible design that makes navigating the book, and the subject, simple and logical.
Introducing Cultural Studies will be core reading for Cultural Studies undergraduates and postgraduates, as well as an illuminating guide for those on Communication and Media Studies, English, Sociology, and Social Studies courses looking for a clear overview of the field.
There is little question of the social, cultural and economic
importance of video games in the world today, with gaming now
rivalling the movie and music sectors as a major leisure industry
and pastime. The significance of video games within our everyday
lives has certainly been increased and shaped by new technologies
and gaming patterns, including the rise of home-based games
consoles, advances in mobile telephone technology, the rise in more
'sociable' forms of gaming, and of course the advent of the
Internet. This book explores the opportunities, challenges and
patterns of gameplay and sociality afforded by the Internet and
online gaming. Bringing together a series of original essays from
both leading and emerging academics in the field of game studies,
many of which employ new empirical work and innovative theoretical
approaches to gaming, this book considers key issues crucial to our
understanding of online gaming and associated social relations,
including: patterns of play, legal and copyright issues, player
production, identity construction, gamer communities,
communication, patterns of social exclusion and inclusion around
religion, gender and disability, and future directions in online
gaming.
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.
This updated, new edition of Introducing Cultural Studies provides
a systematic and comprehensible introduction to the concepts,
debates and latest research in the field. Reinforcing the
interdisciplinary nature of Cultural Studies, the authors first
guide the reader through cultural theory before branching out to
examine different dimensions of culture in detail - including
globalisation, the body, geography, fashion, and politics.
Incorporating new scholarship and international examples, this new
edition includes: New and improved 'Defining Concepts', 'Key
Influences', 'Example ', and 'Spotlight' features that probe deeper
into the most significant ideas, theorists and examples, ensuring
you obtain an in-depth understanding of the subject. A brand new
companion website featuring a flashcard glossary, web links,
discussion and essay questions to stimulate independent study. A
new-look text design with over 60 pictures and tables draws all
these elements together in an attractive, accessible design that
makes navigating the book, and the subject, simple and logical.
Introducing Cultural Studies will be core reading for Cultural
Studies undergraduates and postgraduates, as well as an
illuminating guide for those on Communication and Media Studies,
English, Sociology, and Social Studies courses looking for a clear
overview of the field.
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.
What is Leisure Studies? Who are the key figures in the field? How
can we evaluate the relevance of concepts in the field? This is the
first full length Dictionary of Leisure Studies. It examines the
key concepts, assesses the work of central figures and helps
students zero-in on essential issues and conceptual distinctions.
The Book: * Provides an unprecedented critical survey of the field
* Offers students authoritative, comprehensive accounts of the
basic concepts and leading figures * Provides students with core
resources to write essays and pass exams Written by teachers
experienced with the needs of undergraduates and postgraduates in
the field, the book will be quickly recognized as a vital asset in
making sense of Leisure Studies.
This book is an introduction to cosplay as a subculture and
community, built around playful spaces and the everyday practices
of crafting costumes, identities, and performances. Drawing on new
and original ethnographic data, as well as the innovative use of
arts-led research, this book adds to our understanding of a
popular, global cultural practice. In turn, this pushes forward our
understanding of play, fan practices, subcultures, practice-led
research, and uses of urban spaces. Cosplay and the Art of Play
offers a significant addition to key contemporary debates on the
meaning and uses of popular culture in the 21st century, and will
be of importance to students and scholars interested in
communities, fandom, identity, leisure, participatory cultures,
performance, and play.
This book is an introduction to cosplay as a subculture and
community, built around playful spaces and the everyday practices
of crafting costumes, identities, and performances. Drawing on new
and original ethnographic data, as well as the innovative use of
arts-led research, this book adds to our understanding of a
popular, global cultural practice. In turn, this pushes forward our
understanding of play, fan practices, subcultures, practice-led
research, and uses of urban spaces. Cosplay and the Art of Play
offers a significant addition to key contemporary debates on the
meaning and uses of popular culture in the 21st century, and will
be of importance to students and scholars interested in
communities, fandom, identity, leisure, participatory cultures,
performance, and play.
This book provides insights into the contemporary nature of sport
fan culture, as well as process of cultural globalisation and
commodification. Through a detailed ethnographic analysis of the
supporters of the British ice hockey team, The Manchester Storm,
this research reflects upon the meaning and changing nature of
sport, and associated fan practices and cultures. Still relatively
little research has been conducted on the ordinary and everyday
practices of sports supporters and, particularly in the UK, very
little is known about the followers of sports other than
association football. The Manchester Storm, a team which attracted,
for a short period of time in the mid to late 1990s, a phenomenal
level support, provides a significant case for considering how
sports are being commodified and sold, as well as the meanings and
cultures of sport fandom in contemporary society. This research
draws on several years of participant observation, as well as
questionnaire and interview data drawn from the fans, as well as
those involved in the organisation and management of this club and
sport.
What is Leisure Studies? Who are the key figures in the field? How
can we evaluate the relevance of concepts in the field? This is the
first full length Dictionary of Leisure Studies. It examines the
key concepts, assesses the work of central figures and helps
students zero-in on essential issues and conceptual distinctions.
The Book: * Provides an unprecedented critical survey of the field
* Offers students authoritative, comprehensive accounts of the
basic concepts and leading figures * Provides students with core
resources to write essays and pass exams Written by teachers
experienced with the needs of undergraduates and postgraduates in
the field, the book will be quickly recognized as a vital asset in
making sense of Leisure Studies.
A rapidly changing world - in part driven by huge transformations
in technology and mobility - means we all encounter shifting
cultures, and new cultural and social interactions daily. Powerful
forces such as consumption and globalization exert an enormous
influence on all walks and levels of life across both space and
time. Cultural Studies remains at the vanguard of consideration of
these issues. This completely revised second edition of Introducing
Cultural Studies gives a systematic overview of the concepts,
theories, debates and latest research in the field. Reinforcing the
interdisciplinary nature of Cultural Studies, it first considers
cultural theory before branching out to examine different
dimensions of culture in detail. Key features: * Collaboratively
authored by an interdisciplinary team * Closely cross-referenced
between chapters and sections to ensure an integrated presentation
of ideas * Figures, diagrams, cartoons and photographs help convey
ideas and stimulate * Key Influence, Defining Concepts, and Extract
boxes focus in on major thinkers, ideas and works * Examines
culture along the dividing lines of class, race and gender *
Weblinks and Further Reading sections encourage and support further
investigation Changes for this edition: * Brand new chapter
addresses how culture is researched and knowledge in cultural
studies is produced * Brand new chapter on the Postmodernisation of
Everyday Life * Includes hot topics such as globalization, youth
subcultures, 'virtual' cultures, body modification, new media,
technologically-assisted social networking and many more This text
will be core reading for undergraduates and postgraduates in a
variety of disciplines - including Cultural Studies, Communication
and Media Studies, English, Geography, Sociology, and Social
Studies - looking for a clear and comprehensible introduction to
the field.
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