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