Released on 2013-03-01Categories Games & Activities

Online Gaming in Context

Online Gaming in Context

Author: Garry Crawford

Publisher: Routledge

ISBN: 9781135275044

Category: Games & Activities

Page: 320

View: 679

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.
Released on 2013-03Categories Computers

Gamers

Gamers

Author: Garry Crawford

Publisher: Routledge

ISBN: 9781135275051

Category: Computers

Page: 313

View: 132

"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"--
Released on 2019-05-16Categories Psychology

The Oxford Handbook of Cyberpsychology

The Oxford Handbook of Cyberpsychology

Author: Alison Attrill-Smith

Publisher: Oxford University Press

ISBN: 9780192540973

Category: Psychology

Page: 900

View: 684

The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour - cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn't contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers.
Released on 2018-02-12Categories Computers

Multiplayer Online Games

Multiplayer Online Games

Author: Guo Freeman

Publisher: CRC Press

ISBN: 9781351649964

Category: Computers

Page: 166

View: 304

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.
Released on 2012-03-12Categories Social Science

Gender and Sexuality in Online Game Cultures

Gender and Sexuality in Online Game Cultures

Author: Jenny Sundén

Publisher: Routledge

ISBN: 9781136499784

Category: Social Science

Page: 246

View: 657

How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.
Released on 2010-04-30Categories Business & Economics

Virtual Environments for Corporate Education: Employee Learning and Solutions

Virtual Environments for Corporate Education: Employee Learning and Solutions

Author: Ritke-Jones, William

Publisher: IGI Global

ISBN: 9781615206209

Category: Business & Economics

Page: 426

View: 401

"This book should be used by human resource managers, corporate educators, instructional designers, consultants and researchers who want to discover how people use virtual realities for corporate education"--Provided by publisher.
Released on 2015-08-27Categories Social Science

The Video Game Debate

The Video Game Debate

Author: Rachel Kowert

Publisher: Routledge

ISBN: 9781317567172

Category: Social Science

Page: 204

View: 365

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
Released on 2016-03-16Categories Social Science

A World of Excesses

A World of Excesses

Author: Faltin Karlsen

Publisher: Routledge

ISBN: 9781317186212

Category: Social Science

Page: 184

View: 185

This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.
Released on 2014-02-28Categories Education

Handbook of Research on Emerging Priorities and Trends in Distance Education: Communication, Pedagogy, and Technology

Handbook of Research on Emerging Priorities and Trends in Distance Education: Communication, Pedagogy, and Technology

Author: Yuzer, T. Volkan

Publisher: IGI Global

ISBN: 9781466651630

Category: Education

Page: 480

View: 282

With the rise of distance education in the post-modern world, progressive research on the best methods, tools, and technologies in the field is necessary to continue to take advantage of the pedagogical opportunities and improvements offered through remote learning platforms. The Handbook of Research on Emerging Priorities and Trends in Distance Education: Communication, Pedagogy, and Technology focuses on the latest innovations and technological developments surrounding distance learning, instructional design, and computer-mediated communication in educational settings. This comprehensive research work will be of use to teachers, academicians, IT developers, upper-level students, and school administrators interested in the latest trends in online learning.
Released on 2022-10-07Categories Computers

Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781668475904

Category: Computers

Page: 2034

View: 552

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Released on 2016-11-10Categories Social Science

Introducing Cultural Studies

Introducing Cultural Studies

Author: Brian Longhurst

Publisher: Taylor & Francis

ISBN: 9781317426028

Category: Social Science

Page: 462

View: 115

This updated, new edition of Introducing Cultural Studies provides a systematic and comprehensible introduction to the concepts, debates and latest research in the field. Reinforcing the interdisciplinary nature of Cultural Studies, the authors first guide the reader through cultural theory before branching out to examine different dimensions of culture in detail – including globalisation, the body, geography, fashion, and politics. Incorporating new scholarship and international examples, this new edition includes: New and improved 'Defining Concepts', 'Key Influences', 'Example ', and 'Spotlight' features that probe deeper into the most significant ideas, theorists and examples, ensuring you obtain an in-depth understanding of the subject. A brand new companion website featuring a flashcard glossary, web links, discussion and essay questions to stimulate independent study. A new-look text design with over 60 pictures and tables draws all these elements together in an attractive, accessible design that makes navigating the book, and the subject, simple and logical. Introducing Cultural Studies will be core reading for Cultural Studies undergraduates and postgraduates, as well as an illuminating guide for those on Communication and Media Studies, English, Sociology, and Social Studies courses looking for a clear overview of the field.