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
Resource Information
The item 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 represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries.This item is available to borrow from 1 library branch.
Resource Information
The item 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 represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries.
This item is available to borrow from 1 library branch.
- 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"--
- Language
- eng
- Extent
- 1 online resource (xix, 262 pages)
- 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;
- Isbn
- 9781280666322
- 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
- Subject
-
- Video games -- Social aspects
- Electronic books
- Fantasy games -- Social aspects
- Fantasy games -- Social aspects
- GAMES -- Role Playing & Fantasy
- GAMES -- Video & Electronic
- Leisure -- Social aspects
- Leisure -- Social aspects
- Role playing -- Social aspects
- Role playing -- Social aspects
- SOCIAL SCIENCE -- Media Studies
- SOCIAL SCIENCE -- Popular Culture
- TECHNOLOGY & ENGINEERING -- Social Aspects
- TECHNOLOGY & ENGINEERING -- Telecommunications
- Video games -- Social aspects
- 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"--
- 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
- 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
- 9781280666322
- 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
- 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
- 9781280666322
- 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
Subject
- Video games -- Social aspects
- Electronic books
- Fantasy games -- Social aspects
- Fantasy games -- Social aspects
- GAMES -- Role Playing & Fantasy
- GAMES -- Video & Electronic
- Leisure -- Social aspects
- Leisure -- Social aspects
- Role playing -- Social aspects
- Role playing -- Social aspects
- SOCIAL SCIENCE -- Media Studies
- SOCIAL SCIENCE -- Popular Culture
- TECHNOLOGY & ENGINEERING -- Social Aspects
- TECHNOLOGY & ENGINEERING -- Telecommunications
- Video games -- Social aspects
Genre
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.umsl.edu/portal/Social-exclusion-power-and-video-game-play--new/dvmCKZR87oc/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.umsl.edu/portal/Social-exclusion-power-and-video-game-play--new/dvmCKZR87oc/">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</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.umsl.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.umsl.edu/">University of Missouri-St. Louis Libraries</a></span></span></span></span></div>