Social Exclusion, Power, and Video Game Play

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Author :
Publisher : Lexington Books
ISBN 13 : 0739138626
Total Pages : 284 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick and published by Lexington Books. This book was released on 2012-03-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. Many 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 (e.g., race, class, gender, etc.) in the virtual environments are 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 to draw attention to the need for more studies that are both sociological and critical.

Social Exclusion, Power, and Video Game Play

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Author :
Publisher :
ISBN 13 : 9786613643254
Total Pages : 0 pages
Book Rating : 4.6/5 (432 download)

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Book Synopsis Social Exclusion, Power, and Video Game Play by : David G. Embrick

Download or read book Social Exclusion, Power, and Video Game Play written by David G. Embrick and published by . This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

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Author :
Publisher : Lulu.com
ISBN 13 : 1387438808
Total Pages : 226 pages
Book Rating : 4.3/5 (874 download)

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Book Synopsis Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan by : Martin Roth

Download or read book Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan written by Martin Roth and published by Lulu.com. This book was released on 2018-01-05 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Playing the Middle Ages

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 135024290X
Total Pages : 289 pages
Book Rating : 4.3/5 (52 download)

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Book Synopsis Playing the Middle Ages by : Robert Houghton

Download or read book Playing the Middle Ages written by Robert Houghton and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

The Oxford Handbook of Social Media and Music Learning

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Publisher : Oxford University Press
ISBN 13 : 0190660791
Total Pages : 656 pages
Book Rating : 4.1/5 (96 download)

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Book Synopsis The Oxford Handbook of Social Media and Music Learning by : Janice L. Waldron

Download or read book The Oxford Handbook of Social Media and Music Learning written by Janice L. Waldron and published by Oxford University Press. This book was released on 2020-09-23 with total page 656 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid pace of technological change over the last decade, particularly the rise of social media, has deeply affected the ways in which we interact as individuals, in groups, and among institutions to the point that it is difficult to grasp what it would be like to lose access to this everyday aspect of modern life. The Oxford Handbook of Social Media and Music Learning investigates the ways in which social media is now firmly engrained in all aspects of music education, providing fascinating insights into the ways in which social media, musical participation, and musical learning are increasingly entwined. In five sections of newly commissioned chapters, a refreshing mix of junior and senior scholars tackle questions concerning the potential for formal and informal musical learning in a networked society. Beginning with an overview of community identity and the new musical self through social media, scholars explore intersections between digital, musical, and social constructs including the vernacular of born-digital performance, musical identity and projection, and the expanding definition of musical empowerment. The fifth section brings this handbook to full practical fruition, featuring firsthand accounts of digital musicians, students, and teachers in the field. The Oxford Handbook of Social Media and Music Learning opens up an international discussion of what it means to be a musical community member in an age of technologically mediated relationships that break down the limits of geographical, cultural, political, and economic place.

The Crisis of School Violence

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Author :
Publisher : MSU Press
ISBN 13 : 1628954140
Total Pages : 335 pages
Book Rating : 4.6/5 (289 download)

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Book Synopsis The Crisis of School Violence by : Marianna King

Download or read book The Crisis of School Violence written by Marianna King and published by MSU Press. This book was released on 2020-12-01 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Crisis of School Violence is the only interdisciplinary book about school violence. It presents a broad and in-depth approach to the key questions about why bullying continues at an unprecedentedly high rate and why rampage school shootings continue to shock the nation. Based on extensive research, The Crisis of School Violence investigates human nature and its relation to aggressive behavior, with a special focus on the culture of violence that predicates school violence (including rampage shootings) and perpetuates industries that profit from violence. Marianna King presents the considerable psychological and neuroscientific research that investigates the effects of violent entertainment media on the brain and, subsequently, on behavior, which clearly reveals a causal connection between exposure to violent electronic entertainment media—especially violent video games—and increased aggressive and violent behavior. The book also reveals a more specific connection between exposure to violent video games and rampage school shootings. Ultimately this volume is a call to action that includes recommendations for parents, teachers, decision makers, and citizens alike.

The Video Game Debate 2

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Author :
Publisher : Routledge
ISBN 13 : 1000224287
Total Pages : 160 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis The Video Game Debate 2 by : Rachel Kowert

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Playing the Crusades

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Author :
Publisher : Routledge
ISBN 13 : 1000360288
Total Pages : 137 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Playing the Crusades by : Robert Houghton

Download or read book Playing the Crusades written by Robert Houghton and published by Routledge. This book was released on 2021-03-15 with total page 137 pages. Available in PDF, EPUB and Kindle. Book excerpt: Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.

Teaching the Middle Ages through Modern Games

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110712032
Total Pages : 314 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Digital Keywords

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Publisher : Princeton University Press
ISBN 13 : 1400880556
Total Pages : 352 pages
Book Rating : 4.4/5 (8 download)

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Book Synopsis Digital Keywords by : Benjamin Peters

Download or read book Digital Keywords written by Benjamin Peters and published by Princeton University Press. This book was released on 2016-06-07 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the digital revolution has shaped our language In the age of search, keywords increasingly organize research, teaching, and even thought itself. Inspired by Raymond Williams's 1976 classic Keywords, the timely collection Digital Keywords gathers pointed, provocative short essays on more than two dozen keywords by leading and rising digital media scholars from the areas of anthropology, digital humanities, history, political science, philosophy, religious studies, rhetoric, science and technology studies, and sociology. Digital Keywords examines and critiques the rich lexicon animating the emerging field of digital studies. This collection broadens our understanding of how we talk about the modern world, particularly of the vocabulary at work in information technologies. Contributors scrutinize each keyword independently: for example, the recent pairing of digital and analog is separated, while classic terms such as community, culture, event, memory, and democracy are treated in light of their historical and intellectual importance. Metaphors of the cloud in cloud computing and the mirror in data mirroring combine with recent and radical uses of terms such as information, sharing, gaming, algorithm, and internet to reveal previously hidden insights into contemporary life. Bookended by a critical introduction and a list of over two hundred other digital keywords, these essays provide concise, compelling arguments about our current mediated condition. Digital Keywords delves into what language does in today's information revolution and why it matters.

The Routledge Handbook of Role-Playing Game Studies

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040029760
Total Pages : 588 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis The Routledge Handbook of Role-Playing Game Studies by : José P. Zagal

Download or read book The Routledge Handbook of Role-Playing Game Studies written by José P. Zagal and published by Taylor & Francis. This book was released on 2024-06-27 with total page 588 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.

Sound Play

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Publisher : Oxford University Press
ISBN 13 : 0199969965
Total Pages : 261 pages
Book Rating : 4.1/5 (999 download)

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Book Synopsis Sound Play by : William Cheng

Download or read book Sound Play written by William Cheng and published by Oxford University Press. This book was released on 2014 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games open portals into fantastical worlds where imaginative play prevails. 'Sound Play' explores the aesthetic, ethical, and sociopolitical stakes of people's engagements with audio phenomena in video games - from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.

Stories in Post-Human Cultures

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Publisher : BRILL
ISBN 13 : 1848882718
Total Pages : 230 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Stories in Post-Human Cultures by : Adam L. Brackin

Download or read book Stories in Post-Human Cultures written by Adam L. Brackin and published by BRILL. This book was released on 2019-01-04 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: This inter-disciplinary volume represents the collective visions of post-humanist cyberculture scholars.

Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond

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Author :
Publisher : IGI Global
ISBN 13 : 1799871827
Total Pages : 990 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond by : Tombul, I??l

Download or read book Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond written by Tombul, I??l and published by IGI Global. This book was released on 2021-05-28 with total page 990 pages. Available in PDF, EPUB and Kindle. Book excerpt: Orientalism is about much more than just information gathered about the East within its general postcolonial period. In this period, orientalism is a Western discourse that dominated and shaped the view of the East. There is “otherization” in the way the West has historically looked at the East and within the information presented about it. These original stories of travelers in the past and previous telling about the East are facing a reconstruction through modern types of media. Cinema, television, news, newspaper, magazine, internet, social media, photography, literature, and more are transforming the way the East is presented and viewed. Under the headings of post-orientalism, neo-orientalism, or self-orientalism, these new orientalist forms of work in combination with both new and traditional media are redefining orientalism in the media and beyond. The Handbook of Research on Contemporary Approaches to Orientalism in Media and Beyond shows how both new media and traditional media deal with orientalism today through the presentation of gender, race, religion, and culture that make up orientalist theory. The chapters focus on how orientalism is presented in the media, cinema, TV, photography, and more. This book is ideal for communications theorists, media analysts, practitioners, researchers, academicians, and students working in fields that include mass media, communications, film studies, ethnic studies, history, sociology, and cultural studies.

Videogames, Identity and Digital Subjectivity

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Author :
Publisher : Routledge
ISBN 13 : 1315390922
Total Pages : 210 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Videogames, Identity and Digital Subjectivity by : Rob Gallagher

Download or read book Videogames, Identity and Digital Subjectivity written by Rob Gallagher and published by Routledge. This book was released on 2017-07-06 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

Understanding Game Scoring

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Author :
Publisher : CRC Press
ISBN 13 : 1000473643
Total Pages : 187 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Understanding Game Scoring by : Mack Enns

Download or read book Understanding Game Scoring written by Mack Enns and published by CRC Press. This book was released on 2021-11-21 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Playing to Win

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253015057
Total Pages : 260 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Playing to Win by : Robert Alan Brookey

Download or read book Playing to Win written by Robert Alan Brookey and published by Indiana University Press. This book was released on 2015-01-12 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.