Video gamers / Garry Crawford.
Material type:
TextPublication details: London ; New York : Routledge, 2012.Description: 186 p. : ill. ; 24 cmISBN: - 9780415563680 (hardback)
- 0415563682 (hardback)
- 9780415674416 (paperback)
- 0415674417 (paperback)
- GV 1469.3 .C647 2012
| Item type | Current library | Call number | Status | Barcode | |
|---|---|---|---|---|---|
Book
|
Storms Research Center Main Collection | GV 1469.3 .C647 2012 (Browse shelf(Opens below)) | Available | 98643301 |
Browsing Storms Research Center shelves,Shelving location: Main Collection Close shelf browser (Hides shelf browser)
| GV 1218 .B6 M33 2001 Block play : the complete guide to learning and playing with blocks / | GV 1469.15 .C393 2008 Exodus to the virtual world : how online fun is changing reality / | GV 1469.3 .B43 2004 Got game : how the gamer generation is reshaping business forever / | GV 1469.3 .C647 2012 Video gamers / | GV 1469.3 .G44 2004 What video games have to teach us about learning and literacy / | GV 1469.3 .M55 2011 Playing along : digital games, YouTube, and virtual performance / | GV 1469.3 .V5225 2016 The video game debate : unravelling the physical, social, and psychological effects of digital games / |
Includes bibliographical references (p. [163]-179) and index.
"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers 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"-- Provided by publisher.
"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers 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"-- Provided by publisher.
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