Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games

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9780786424368: Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games
Reseña del editor:

Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood's premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality.

Biografía del autor:

J. Patrick Williams is an assistant professor of Sociology at Arkansas State University. Sean Q. Hendricks is a lecturer and research consultant at the University of Georgia. W. Keith Winkler studied Anthropology and English at Emory University and International Business at Georgia State University. He is an adjunct faculty member at Murray State University in Kentucky.

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Williams, J. Patrick; Hendricks, Sean Q.; Winkler, W. Keith
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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler; J. Patrick Williams [Editor]; Sean Q. Hendricks [Editor]; W. Keith Winkler [Editor];
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Descripción McFarland, 2006. Paperback. Estado de conservación: New. Softcover. Fine binding and cover. Clean, unmarked pages. Ships daily. Nº de ref. de la librería 1702080189

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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler; Editor-J. Patrick Williams; Editor-Sean Q. Hendricks; Editor-W. Keith Winkler
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Descripción McFarland, 2006. Paperback. Estado de conservación: New. Nº de ref. de la librería SONG0786424362

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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 226 x 150 mm. Language: English . Brand New Book. Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood s premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity.The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality. Nº de ref. de la librería FLT9780786424368

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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 226 x 150 mm. Language: English . Brand New Book. Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood s premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity.The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality. Nº de ref. de la librería FLT9780786424368

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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 226 x 150 mm. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood s premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity.The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality. Nº de ref. de la librería BTE9780786424368

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Williams, J. Patrick (EDT)/ Hendricks, Sean Q. (EDT)/ Winkler, W. Keith (EDT)
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Descripción McFarland Publishing. Estado de conservación: BRAND NEW. BRAND NEW Full-Sized Laminated Softcover - 232pp - notes, bibliographies, index - Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. A Brand New Quality Book from a Full-Time Bookshop in business since 1992!. Nº de ref. de la librería 759086

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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler
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J. Patrick Williams, Sean Q. Hendricks, W. Keith Winkler, J. Patrick Williams (Editor), Sean Q. Hendricks (Editor), W. Keith Winkler (Editor)
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Descripción McFarland, 2006. Paperback. Estado de conservación: New. 1. Nº de ref. de la librería DADAX0786424362

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