Coverart for item
The Resource Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs

Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs

Label
Social exclusion, power and video game play : new research in digital media and technology
Title
Social exclusion, power and video game play
Title remainder
new research in digital media and technology
Statement of responsibility
edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
Contributor
Subject
Genre
Language
eng
Summary
"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--
Member of
Assigning source
Provided by publisher
Cataloging source
N$T
Dewey number
794.8
Index
index present
LC call number
GV1469.34.S63
LC item number
S64 2012eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Embrick, David G
  • Wright, J. Talmadge
  • Lukács, András
http://library.link/vocab/subjectName
  • Video games
  • Fantasy games
  • Role playing
  • Leisure
  • SOCIAL SCIENCE
  • GAMES
  • GAMES
  • SOCIAL SCIENCE
  • TECHNOLOGY & ENGINEERING
  • TECHNOLOGY & ENGINEERING
  • Fantasy games
  • Leisure
  • Role playing
  • Video games
Label
Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
Instantiates
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 3.
  • The Intermediate Ego: The Location of the Mind at Play
  • Vanessa Long;
  • 4.
  • Producing Place and Play in Virtual Game Spaces
  • J. Talmadge Wright--
  • Part II.
  • Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play:
  • 5.
  • Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy
  • Part I.
  • Jessie Daniels and Nick LaLone;
  • 6.
  • Worlds of Whiteness: Race and Character Creation in Online Games
  • David Dietrich;
  • 7.
  • Gendered Pleasures: The Wii, Embodiment and Technological Desire
  • Adrienne L. Massanari;
  • 8.
  • Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology
  • Joel Ritsema and Bhoomi K. Thakore;
  • Social-Psychological Implications of Virtual Play:
  • 9.
  • The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs
  • Zek Cypress Valkyrie
  • Part III.
  • Game Fans Speak Out:
  • 10.
  • World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space
  • Sean C. Duncan;
  • 11.
  • Cosmo-Play: Japanese Videogames and Western Gamers
  • 1.
  • Mia Consalvo;
  • 12.
  • Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom
  • R.M. Milner
  • Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here?
  • Andras Lukacs, David G. Embrick, and J. Talmadge Wright
  • Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity
  • Elena Bertozzi;
  • 2.
  • Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships
  • Elizabeth Erkenbrack;
Control code
793346661
Dimensions
unknown
Extent
1 online resource (xix, 262 pages)
File format
unknown
Form of item
online
Isbn
9780739138625
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
http://library.link/vocab/ext/overdrive/overdriveId
364325
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)793346661
Label
Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 3.
  • The Intermediate Ego: The Location of the Mind at Play
  • Vanessa Long;
  • 4.
  • Producing Place and Play in Virtual Game Spaces
  • J. Talmadge Wright--
  • Part II.
  • Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play:
  • 5.
  • Racism in Video Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy
  • Part I.
  • Jessie Daniels and Nick LaLone;
  • 6.
  • Worlds of Whiteness: Race and Character Creation in Online Games
  • David Dietrich;
  • 7.
  • Gendered Pleasures: The Wii, Embodiment and Technological Desire
  • Adrienne L. Massanari;
  • 8.
  • Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology
  • Joel Ritsema and Bhoomi K. Thakore;
  • Social-Psychological Implications of Virtual Play:
  • 9.
  • The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs
  • Zek Cypress Valkyrie
  • Part III.
  • Game Fans Speak Out:
  • 10.
  • World of Warcraft and "the World of Science": Ludic Play in an Online Affinity Space
  • Sean C. Duncan;
  • 11.
  • Cosmo-Play: Japanese Videogames and Western Gamers
  • 1.
  • Mia Consalvo;
  • 12.
  • Beyond the Virtual Realm: Beyond the Virtual Realm: Fallout Fans and the Troublesome Issue of Ownership in Videogame Fandom
  • R.M. Milner
  • Conclusion: apocalyptic fantasies and utopic dreams untold: where do we go from here?
  • Andras Lukacs, David G. Embrick, and J. Talmadge Wright
  • Marking the Territory: Grand Theft Auto IV as a Playground for Masculinity
  • Elena Bertozzi;
  • 2.
  • Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships
  • Elizabeth Erkenbrack;
Control code
793346661
Dimensions
unknown
Extent
1 online resource (xix, 262 pages)
File format
unknown
Form of item
online
Isbn
9780739138625
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
http://library.link/vocab/ext/overdrive/overdriveId
364325
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)793346661

Library Locations

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      1 University Blvd, St. Louis, MO, 63121, US
      38.710138 -90.311107
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