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

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.

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About the Author:

J. Patrick Williams is an assistant professor of Sociology at Arkansas State University. He is co-editor of The Players' Realm: Studies on the Culture of Video Games and Gaming (2007).

Sean Q. Hendricks is a lecturer and research consultant at the University of Georgia.

W. Keith Winkler studied Linguistics at the University of Georgia, and is currently working on his thesis. He lives in Paducah, Kentucky.

Review:

"Impressive...superb...insightful perspectives." --Journal of Popular Culture

"This book presents the most current research in fantasy games." --New Books in the Communications Library

"Perfect...studious and detailed." --Midwest Book Review

"Sobre este título" puede pertenecer a otra edición de este libro.

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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];
Editorial: McFarland (2006)
ISBN 10: 0786424362 ISBN 13: 9780786424368
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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
Editorial: McFarland Co Inc, United States (2006)
ISBN 10: 0786424362 ISBN 13: 9780786424368
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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 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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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler
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Descripción McFarland & Co, 2006. Paperback. Estado de conservación: New. book. Nº de ref. de la librería M0786424362

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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 Veteran Owned 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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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 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 AAN9780786424368

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Descripción McFarland & Co Inc, 2006. Estado de conservación: New. Nº de ref. de la librería TV9780786424368

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Descripción McFarland and Co Inc, 2006. PAP. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería CE-9780786424368

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Descripción McFarland. PAPERBACK. Estado de conservación: New. 0786424362 We guarantee all of our items - customer service and satisfaction are our top priorities. Please allow 4 - 14 business days for Standard shipping, within the US. Nº de ref. de la librería XM-0786424362

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J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler
Editorial: McFarland Co Inc, United States (2006)
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Descripción McFarland Co Inc, United States, 2006. Paperback. Estado de conservación: New. 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 AAZ9780786424368

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