| 000 | 03218nam a2200349 a 4500 | ||
|---|---|---|---|
| 005 | 20250918164754.0 | ||
| 008 | 120703s2011 enka b 001 0 eng | ||
| 010 | _a2010-050590 | ||
| 020 |
_a9780415556194 (hbk.) _cRM393.76 |
||
| 039 | 9 |
_a201207311108 _bzabidah _c201207031533 _drahah _y07-03-2012 _zrahah |
|
| 040 |
_aDLC _dUKM |
||
| 090 | _aGV1469.15.O558 | ||
| 090 |
_aGV1469.15 _b.O558 |
||
| 245 | 0 | 0 |
_aOnline gaming in context : _bthe social and cultural significance of online games / _cedited by Garry Crawford, Victoria K. Gosling, and Ben Light. |
| 260 |
_aLondon : _bRoutledge, _c2011. |
||
| 300 |
_axvi, 298 p. : _bill. ; _c24 cm. |
||
| 490 | 0 |
_aRoutledge advances in sociology ; _v56. |
|
| 504 | _aIncludes bibliographical references and index. | ||
| 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. |
||
| 650 | 0 |
_aInternet games _xSocial aspects. |
|
| 700 | 1 | _aCrawford, Garry. | |
| 700 | 1 | _aGosling, Victoria K. | |
| 700 | 1 | _aLight, Ben. | |
| 907 |
_a.b15419800 _b2019-11-12 _c2019-11-12 |
||
| 942 |
_c01 _n0 _kGV1469.15.O558 |
||
| 914 | _avtls003507026 | ||
| 990 | _aza | ||
| 991 | _aFakulti Sains Sosial dan Kemanusiaan | ||
| 998 |
_at _b2012-03-07 _cm _da _feng _genk _y0 _z.b15419800 |
||
| 999 |
_c525401 _d525401 |
||