Record ID | marc_loc_updates/v40.i09.records.utf8:5409213:3101 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_updates/v40.i09.records.utf8:5409213:3101?format=raw |
LEADER: 03101cam a2200325 a 4500
001 2010050590
003 DLC
005 20120224122205.0
008 101216s2011 enka b 001 0 eng
010 $a 2010050590
020 $a9780415556194 (hbk.)
020 $a9780203869598 (ebk.)
040 $aDLC$cDLC$dDLC
042 $apcc
050 00 $aGV1469.15$b.O56 2011
082 00 $a306.4/87$222
084 $aSOC000000$aSOC026000$2bisacsh
245 00 $aOnline gaming in context :$bthe social and cultural significance of online games /$cedited by Garry Crawford, Victoria K. Gosling, and Ben Light.
260 $aLondon ;$aNew York :$bRoutledge,$c2011.
300 $axvi, 298 p. :$bill. ;$c24 cm.
490 0 $aRoutledge advances in sociology$v56
520 $a"There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"--$cProvided by publisher.
520 $a"Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--$cProvided by publisher.
504 $aIncludes bibliographical references and index.
650 0 $aInternet games$xSocial aspects.
650 7 $aSOCIAL SCIENCE / General$2bisacsh.
650 7 $aSOCIAL SCIENCE / Sociology / General$2bisacsh.
700 1 $aCrawford, Garry.
700 1 $aGosling, Victoria K.
700 1 $aLight, Ben.