
- 192 pages
- English
- PDF
- Available on iOS & Android
About this book
The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
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Information
Table of contents
- Contents
- Acknowledgements
- 1 Introduction
- 2 The Histories of Gaming
- 3 Games as New Media
- 4 Web 2.0, Social Media and Online Games
- 5 The Politics of the Personal: Avatar Representation, Identity and Beyond
- 6 Glaze Cultures: Urban and Location-aware Gaming
- 7 Gaming in the Asia-Pacific: Two Futures for Gaming—Online Gaming Versus Electronic Individualism
- 8 Conclusion: Gaming in the Twenty-first Century
- Annotated Guide to Further Reading
- Questions and Exercises
- Bibliography
- Index