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About this book
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
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Yes, you can access Video Games and American Culture by Aaron A. Toscano in PDF and/or ePUB format, as well as other popular books in Social Sciences & Gender Studies. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Title Page
- List of Figures
- Acknowledgments
- Introduction
- Approaches to Video Game Studies
- The Specious Link Surrounding Video Games and Violence
- The Video Game as Political Scapegoat
- Games of Conquest
- The Male Gaze in Gaming
- Video Games and the Neoliberal Hero
- Conclusion
- Bibliography
- Index
- About the Author