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Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play
Author: David G. Embrick
Publisher: Lexington Books
Total Pages: 284
Release: 2012-03-01
Genre: Social Science
ISBN: 0739138626

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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

Social Exclusion, Power, and Video Game Play
Author: David G. Embrick
Publisher:
Total Pages: 0
Release: 2012
Genre: SOCIAL SCIENCE
ISBN: 9786613643254

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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.


Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play
Author: David G. Embrick
Publisher: Lexington Books
Total Pages: 284
Release: 2012
Genre: Games & Activities
ISBN: 073913860X

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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. 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 (based on race, class, or gender) in the virtual environment is 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 of drawing attention to the need for more studies that are both sociological and critical.


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

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan
Author: Martin Roth
Publisher: Lulu.com
Total Pages: 226
Release: 2018-01-05
Genre: Performing Arts
ISBN: 1387438808

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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.


Video Games and Social Competence

Video Games and Social Competence
Author: Rachel Kowert
Publisher: Routledge
Total Pages: 246
Release: 2014-11-27
Genre: Games & Activities
ISBN: 1317620143

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Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.


Playing the Middle Ages

Playing the Middle Ages
Author: Robert Houghton
Publisher: Bloomsbury Publishing
Total Pages: 289
Release: 2023-08-24
Genre: History
ISBN: 135024290X

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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.


Rated M for Mature

Rated M for Mature
Author: Matthew Wysocki
Publisher: Bloomsbury Publishing USA
Total Pages: 283
Release: 2015-10-22
Genre: Games & Activities
ISBN: 1628925744

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The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of “Hot Coffee” to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.


The Oxford Handbook of Social Media and Music Learning

The Oxford Handbook of Social Media and Music Learning
Author: Janice L. Waldron
Publisher: Oxford University Press
Total Pages: 656
Release: 2020-09-23
Genre: Music
ISBN: 0190660791

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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.


End-Game

End-Game
Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 502
Release: 2024-09-02
Genre: Games & Activities
ISBN: 3110752808

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Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.


The Crisis of School Violence

The Crisis of School Violence
Author: Marianna King
Publisher: MSU Press
Total Pages: 335
Release: 2020-12-01
Genre: Social Science
ISBN: 1628954140

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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.