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Video games are a global phenomenon, and are becoming increasingly central to our cultural lives. Drawing on new and original empirical data, including interviews with gamers, as well as key representatives of the video game industry, media, education and arts, this book considers contemporary video game culture. It suggests that video game culture provides an important lens for understanding late-modernity, digital and participatory cultures, and the hegemony of neoliberal political rationalities.
The book lays out the theoretical and empirical context for the emergence and consolidation of video game culture as part of a broader digital culture in a clear and student-friendly way. It then considers the different spaces and topics through which video game culture helps us to understand how identities and communities are constructed in contemporary societies. Crawford and Muriel explore a group of topics to show how video game culture is an essential part of identity construction in contemporary societies: video gaming both as extraordinary and mundane; representations of video gamers; their communities and video games; and agency and interactivity.
This clear, accessible book explores video games as an expression of life and culture in late-modernity. It will appeal to upper undergraduate and postgraduate students for its introduction of key notions in current debates in the social sciences, and application of these to understandings of video game culture. It will also be useful for video game scholars, media and cultural studies researchers, and those studying the wider role of culture and consumption in the transformation of society, identities and communities.
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Video games are a global phenomenon, and are becoming increasingly central to our cultural lives. Drawing on new and original empirical data, including interviews with gamers, as well as key representatives of the video game industry, media, education and arts, this book considers contemporary video game culture. It suggests that video game culture provides an important lens for understanding late-modernity, digital and participatory cultures, and the hegemony of neoliberal political rationalities.
The book lays out the theoretical and empirical context for the emergence and consolidation of video game culture as part of a broader digital culture in a clear and student-friendly way. It then considers the different spaces and topics through which video game culture helps us to understand how identities and communities are constructed in contemporary societies. Crawford and Muriel explore a group of topics to show how video game culture is an essential part of identity construction in contemporary societies: video gaming both as extraordinary and mundane; representations of video gamers; their communities and video games; and agency and interactivity.
This clear, accessible book explores video games as an expression of life and culture in late-modernity. It will appeal to upper undergraduate and postgraduate students for its introduction of key notions in current debates in the social sciences, and application of these to understandings of video game culture. It will also be useful for video game scholars, media and cultural studies researchers, and those studying the wider role of culture and consumption in the transformation of society, identities and communities.
Atsiliepimai