Utopic Dreams and Apocalyptic Fantasies/ critical approaches to researching video game play Wright,Talmadge J. [ed.]

Material type: TextTextPublication details: Lanham: Lexington Books, 2010Description: 286ISBN: 0739147005DDC classification: 794.8
Contents:
Part 1 I. Introduction Chapter 2 1. Introduction to Utopic Dreams and Apocalyptic Fantasies Part 3 II. Modern Play and Technology-Defining Digital Play Chapter 4 2. The Transformation of Cultural Play Chapter 5 3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies Chapter 6 4. Capitalism, Contradiction and the Carnivalesque: Alienated Labor vs. Ludic Play Chapter 7 5. Sneaking Mission: Late Imperial America and Metal Gear Solid 8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self 9 III. Marketing Culture and the Video Game Business Chapter 10 7. Marketing Computer Games: Reinforcing or Changing Stereotypes? Chapter 11 8. Censoring Violence in Virtual Dystopia: Issues in the Rating of Videogames in Japan and of Japanese Videogames outside Japan Chapter 12 9. Coding Culture: Video game Localization and the Practice of Mediating Cultural Difference Part 13 IV.Researching Video Game Play Chapter 14 10. Beyond Sheeping the Moon - Methodological Considerations for Critical Studies of Digital Play Chapter 15 11. The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes inside a FPS multiplayer online game Chapter 16 12. The Quantitative/Qualitative Antimony in Virtual World Studies Part 17 V.Summary and Conclusions Chapter 18 13. Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game play to the Next Level
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
General Books General Books Central Library, Sikkim University
General Book Section
794.8 WRI/U (Browse shelf(Opens below)) Available P32881
Total holds: 0

Part 1
I. Introduction
Chapter 2
1. Introduction to Utopic Dreams and Apocalyptic Fantasies
Part 3
II. Modern Play and Technology-Defining Digital Play
Chapter 4
2. The Transformation of Cultural Play
Chapter 5
3. "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies
Chapter 6
4. Capitalism, Contradiction and the Carnivalesque: Alienated Labor vs. Ludic Play
Chapter 7
5. Sneaking Mission: Late Imperial America and Metal Gear Solid
8 6. I Blog, Therefore I Am: Virtual Embodiment and the Self
9 III. Marketing Culture and the Video Game Business
Chapter 10
7. Marketing Computer Games: Reinforcing or Changing Stereotypes?
Chapter 11
8. Censoring Violence in Virtual Dystopia: Issues in the Rating of Videogames in Japan and of Japanese Videogames outside Japan Chapter 12
9. Coding Culture: Video game Localization and the Practice of Mediating Cultural Difference
Part 13
IV.Researching Video Game Play
Chapter 14
10. Beyond Sheeping the Moon - Methodological Considerations for Critical Studies of Digital Play
Chapter 15
11. The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes inside a FPS multiplayer online game
Chapter 16
12. The Quantitative/Qualitative Antimony in Virtual World Studies Part 17
V.Summary and Conclusions
Chapter 18
13. Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Game play to the Next Level

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