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COMPUTER GAMES AND NEW MEDIA CULTURES: A HANDBOOK OF DIGITAL GAME STUDIES

Alexander Unger, Betty Li Meldgaard, Caja Thimm, Christoph Klimmt, Christopher Blake, Connie Veugen, Daniel Pietschmann, Danny Kringiel, Deborah A. Fields, Diane Carr, Dominik Härig, Dorothee M. Meister, Eckhard Burkatski, Elke Hemminger, Eric Klopfer, Felix Raczkowski, Gareth Schott, Georg Valtin, Günseli Bayraktutan, Jan Keilhauser, Jeffrey Wimmer, Jennifer Jenson, Johannes Fromme, Jörg Müller-Lietzkow, José P. Zagal, Judith Ackermann, Jutta Zaremba, Karsten D. Wolf, Katharina Stephenson-Mittleböck, Konstantin Mitgutsch, Kristin A. Searle, Leyla Dogruel, Lisbeth Frølunde, Malin Sveningsson, Matthias Bopp, Michael Nitsche, Michael T. Giang, Milena Droumeva, Mutlu Binark, Nicholas Taylor, Paolo Ruffino, Peter Ohler, Ravi Purushotma, Regina Friess, Richard A. Bartle, Rolf F. Nohr, Serjoscha Wiemar, Sonja Kröger Souvik Mukherjee, Stephan Günzel, Stephanie Fisher, Steve Dahlskog, Suzanne de Castell, Sven Jöckel, Tanja Adamus, Tanya Krzywinska, Yasmin B. Kafai



 

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with skepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.


As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardback

9789400727762

2012

720

English

Paperback

9789400793019

2014

720

English

eBook

N/A

2012

720

 

TAGS


Authors/Narrators: #AlexanderUnger #BettyLiMeldgaard #CajaThimm #ChristophKlimmt #ChristopherBlake #ConnieVeugen #DanielPietschmann #DannyKringiel #DeborahAFields #DianeCarr #DominikHärig #DorotheeMMeister #EckhardBurkatski #ElkeHemminger #EricKlopfer #FelixRaczkowski #GarethSchott #GeorgValtin #GünseliBayraktutan #JanKeilhauser #JeffreyWimmer #JenniferJenson #JohannesFromme #JörgMüllerLietzkow #JoséPZagal #JudithAckermann #JuttaZaremba #KarstenDWolf #KatharinaStephensonMittleböck #KonstantinMitgutsch #KristinASearle #LeylaDogruel #LisbethFrølunde #MalinSveningsson #MatthiasBopp #MichaelNitsche #MichaelTGiang #MilenaDroumeva #MutluBinark #NicholasTaylor #PaoloRuffino #PeterOhler #RaviPurushotma #ReginaFriess #RichardABartle #RolfFNohr #SerjoschaWiemar #SonjaKrögerSouvikMukherjee #StephanGünzel #StephanieFisher #SteveDahlskog #SuzannedeCastell #SvenJöckel #TanjaAdamus #TanyaKrzywinska #YasminBKafai

Publishers: #SpringerNature (Springer)

Languages: #English

Format: #Hardback

Accessibility: N/A

Genres: #GameStudies


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