top of page
Circular Library
The Video Game Library logo

THE
VIDEO GAME LIBRARY

YOUR ONE STOP RESOURCE ON BOOKS ABOUT GAMES

SOCIAL EXCLUSION, POWER, AND VIDEO GAME PLAY: NEW RESEARCH IN DIGITAL MEDIA AND TECHNOLOGY

Adrienne L. Massanori, Andras Lukacs, Bhoomi K. Thakore, David Dietrich, David G. Embrick, Elena Bertozzi, Elizabeth Erkenbrack, Jessie Daniels, Joel Ritsema, J. Talmadge Wright, Mia Consalvo, Nick LaLone, R. M. Milner, Sean C. Duncan, Vanessa Long, Zek Cypress Valkyrie



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback

9780739138618

2013

282

English

Hardback

9780739138601

2012

282

English

eBook

N/A

2012

282

 

TAGS


Publishers: #LexingtonBooks (Lexington Books)

Languages: #English

Genres: #GameStudies

Companies:

N/A


Public Figures:

N/A


Games: N/A


Misc: N/A

bottom of page