Video Games as Culture
eBook - ePub

Video Games as Culture

Considering the Role and Importance of Video Games in Contemporary Society

  1. 194 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Video Games as Culture

Considering the Role and Importance of Video Games in Contemporary Society

About this book

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life.

Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities.

This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

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Information

Publisher
Routledge
Year
2018
eBook ISBN
9781317223924

Table of contents

  1. Cover-Page
  2. Epigraph
  3. Half-Title
  4. Series
  5. Title
  6. Copyright
  7. Dedication
  8. Contents
  9. List of illustrations
  10. Preface and acknowledgements
  11. 1 Introduction: contemporary culture through the lens of video games
  12. 2 The emergence and consolidation of video games as culture
  13. 3 Video games and agency within neoliberalism and participatory culture
  14. 4 Video games as experience
  15. 5 Video games beyond escapism: empathy and identification
  16. 6 Video gamers and (post-)identity
  17. 7 Conclusion: this is not a video game, or is it?
  18. Glossary
  19. Index

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Yes, you can access Video Games as Culture by Daniel Muriel,Garry Crawford in PDF and/or ePUB format, as well as other popular books in Social Sciences & Social Theory. We have over 1.5 million books available in our catalogue for you to explore.