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Perhaps the fastest growing facet of American popular culture, the
video game industry is Hollywood's premier rival in the
entertainment business. But stacks of new releases for gaming
enthusiasts mean more than just boom season for a burgeoning
industry. Since tabletop fantasy role-playing games emerged in the
1970s, fantasy gaming has made a unique contribution to popular
culture and perceptions of social realities in America. This book
presents the most current research in fantasy games and examines
the cultural and constructionist dimensions of fantasy gaming as a
leisure activity. Each chapter investigates some social or
behavioural aspect of fantasy gaming and provides insight into the
cultural, linguistic, sociological, and psychological impact of
games on both the individual and society. Section I discusses the
intersection of fantasy and real-world scenarios and how the
construction of a fantasy world is dialectically related to the
construction of a gamer's social reality. Because the basic premise
of fantasy gaming is the assumption of virtual identities, Section
II looks at the relationship between gaming and various aspects of
identity. The third and final section examines what the personal
experiences of gamers can tell us about how humans experience
reality. These concluding studies assess the pedagogical value of
fantasy games in terms of both formal education and social
morality.
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