New Perspectives On The Social Aspects Of Digital Gaming


New Perspectives On The Social Aspects Of Digital Gaming
Author: Rachel Kowert
Publisher: Taylor & Francis
ISBN: 1317243633
Size: 47.56 MB
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New Perspectives On The Social Aspects Of Digital Gaming

eBook File: New-perspectives-on-the-social-aspects-of-digital-gaming.PDF Book by Rachel Kowert, New Perspectives On The Social Aspects Of Digital Gaming Books available in PDF, EPUB, Mobi Format. Download New Perspectives On The Social Aspects Of Digital Gaming books, Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.


New Perspectives on the Social Aspects of Digital Gaming
Language: en
Pages: 210
Authors: Rachel Kowert, Thorsten Quandt
Categories: Social Science
Type: BOOK - Published: 2017-02-10 - Publisher: Taylor & Francis
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
Multiplayer
Language: en
Pages: 252
Authors: Thorsten Quandt, Sonja Kröger
Categories: Language Arts & Disciplines
Type: BOOK - Published: 2013-10-30 - Publisher: Routledge
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
The Video Game Debate 2
Language: en
Pages: 134
Authors: Rachel Kowert, Thorsten Quandt
Categories: Social Science
Type: BOOK - Published: 2020-11-30 - Publisher: Routledge
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.
New Perspectives on Computer Concepts
Language: en
Pages: 749
Authors: June Jamrich Parsons, Dan Oja
Categories: Computer science
Type: BOOK - Published: 2006 - Publisher:
Books about New Perspectives on Computer Concepts
Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Language: en
Pages: 456
Authors: Valentine, Keri Duncan, Jensen, Lucas John
Categories: Computers
Type: BOOK - Published: 2016-06-20 - Publisher: IGI Global
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
Beyond Barbie and Mortal Kombat
Language: en
Pages: 371
Authors: Yasmin B. Kafai, Carrie Heeter, Jill Denner
Categories: Computers
Type: BOOK - Published: 2008 - Publisher: MIT Press
"Beyond Barbie and Mortal Kombat brings together new media theorists, game designers, educators, psychologists, and industry professionals ... to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior)."--Inside jacket.
Empfehlungssysteme für Gruppen
Language: de
Pages: 287
Authors: André Marchand
Categories: Computers
Type: BOOK - Published: 2012-01 - Publisher: BoD – Books on Demand
Books about Empfehlungssysteme für Gruppen
Perspectives on Contemporary Issues
Language: en
Pages: 762
Authors: Katherine Anne Ackley
Categories: Education
Type: BOOK - Published: 2005-06 - Publisher: Wadsworth Publishing Company
Resource added for the Psychology (includes Sociology) 108091 courses.
Informal Learning and Digital Media
Language: en
Pages: 259
Authors: Kirsten Drotner, Hans Siggaard Jensen, Kim Schrøder
Categories: Education
Type: BOOK - Published: 2008 - Publisher: Cambridge Scholars Pub
The book provides an engaging overview of the ways in which digital media impact on current understandings of informal learning, and it offes a range of grounded studies of the changing relations between digital media and informal learning processes with a particular focus on young people. A variety of international scholars examine these processes across a number of sites and settings, from Japan to Finland and the USA, and they discuss their implications for education, ICT and media. The volume is an ideal resource for graduate students as well as for practitioners and policy-makers.
Digital Culture
Language: en
Pages: 222
Authors: Charlie Gere
Categories: Computers
Type: BOOK - Published: 2002 - Publisher: Reaktion Books
During the last twenty years, digital technology has begun to touch on almost every aspect of our lives. Nowadays most forms of mass media, television, recorded music and film are produced and even distributed digitally; and these media are beginning to converge with digital forms, such as the internet, the World Wide Web, and video games, to produce a seamless digital mediascape. At work we are surrounded by technology, whether in offices or in supermarkets and factories, where almost every aspect of planning, design, marketing, production and distribution is monitored or controlled digitally. In Digital Culture Charlie Gere articulates the degree to which our everyday lives are becoming dominated by digital technology, whether in terms of leisure, work or bureaucracy. This dominance is reflected in other areas, including the worlds of finance, technology, scientific research, media and telecommunications. Out of this situation a particular set of cultural responses has emerged, for example, in art, music, design, film, literature and elsewhere. This book offers a new perspective on digital culture by examining its development, and reveals that, despite appearances, it is neither radically new, nor ultimately technologically driven. The author traces its roots to the late 18th century, and shows how