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- Taylor and Francis 2011; US$ 59.95
This title provides an accessible introduction to the study of digital gaming, and 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 gamers. more...
- University of Minnesota Press 2011; US$ 57.00
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment,... more...
- Oxford University Press, USA 2011; US$ 18.99
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows... more...
- Left Coast Press 2012; US$ 34.95
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic,... more...
- University of Minnesota Press 2011; US$ 75.00
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military... more...
- Taylor and Francis 2012; US$ 39.95
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including:... more...
- Taylor and Francis 2012; US$ 44.95
How do gender and sexuality come to matter in online game cultures? This book is about female players' passionate encounters within the online game World of Warcraft and its player cultures. Through a "twin ethnography," the authors develop two parallel stories of "straight" versus "queer" cultures of play. more...