Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play PDF Author: David G. Embrick
Publisher: Lexington Books
ISBN: 0739138626
Category : Social Science
Languages : en
Pages : 284

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Book Description
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play PDF Author: David G. Embrick
Publisher: Lexington Books
ISBN: 0739138626
Category : Social Science
Languages : en
Pages : 284

Get Book

Book Description
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural and political environment that raises the question of the significance of work, play, power and inequalities in the modern world. Many studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers or even social media; how social exclusion (e.g., race, class, gender, etc.) in the virtual environments are reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope to draw attention to the need for more studies that are both sociological and critical.

Social Exclusion, Power, and Video Game Play

Social Exclusion, Power, and Video Game Play PDF Author: David G. Embrick
Publisher:
ISBN: 9786613643254
Category : SOCIAL SCIENCE
Languages : en
Pages : 0

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Book Description
This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan PDF Author: Martin Roth
Publisher: Lulu.com
ISBN: 1387438808
Category : Performing Arts
Languages : en
Pages : 226

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Book Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Playing the Middle Ages

Playing the Middle Ages PDF Author: Robert Houghton
Publisher: Bloomsbury Publishing
ISBN: 135024290X
Category : History
Languages : en
Pages : 289

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Book Description
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.

The Oxford Handbook of Social Media and Music Learning

The Oxford Handbook of Social Media and Music Learning PDF Author: Janice L. Waldron
Publisher: Oxford University Press
ISBN: 0190660791
Category : Music
Languages : en
Pages : 656

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Book Description
The rapid pace of technological change over the last decade, particularly the rise of social media, has deeply affected the ways in which we interact as individuals, in groups, and among institutions to the point that it is difficult to grasp what it would be like to lose access to this everyday aspect of modern life. The Oxford Handbook of Social Media and Music Learning investigates the ways in which social media is now firmly engrained in all aspects of music education, providing fascinating insights into the ways in which social media, musical participation, and musical learning are increasingly entwined. In five sections of newly commissioned chapters, a refreshing mix of junior and senior scholars tackle questions concerning the potential for formal and informal musical learning in a networked society. Beginning with an overview of community identity and the new musical self through social media, scholars explore intersections between digital, musical, and social constructs including the vernacular of born-digital performance, musical identity and projection, and the expanding definition of musical empowerment. The fifth section brings this handbook to full practical fruition, featuring firsthand accounts of digital musicians, students, and teachers in the field. The Oxford Handbook of Social Media and Music Learning opens up an international discussion of what it means to be a musical community member in an age of technologically mediated relationships that break down the limits of geographical, cultural, political, and economic place.

The Crisis of School Violence

The Crisis of School Violence PDF Author: Marianna King
Publisher: MSU Press
ISBN: 1628954140
Category : Social Science
Languages : en
Pages : 335

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Book Description
The Crisis of School Violence is the only interdisciplinary book about school violence. It presents a broad and in-depth approach to the key questions about why bullying continues at an unprecedentedly high rate and why rampage school shootings continue to shock the nation. Based on extensive research, The Crisis of School Violence investigates human nature and its relation to aggressive behavior, with a special focus on the culture of violence that predicates school violence (including rampage shootings) and perpetuates industries that profit from violence. Marianna King presents the considerable psychological and neuroscientific research that investigates the effects of violent entertainment media on the brain and, subsequently, on behavior, which clearly reveals a causal connection between exposure to violent electronic entertainment media—especially violent video games—and increased aggressive and violent behavior. The book also reveals a more specific connection between exposure to violent video games and rampage school shootings. Ultimately this volume is a call to action that includes recommendations for parents, teachers, decision makers, and citizens alike.

The Video Game Debate 2

The Video Game Debate 2 PDF Author: Rachel Kowert
Publisher: Routledge
ISBN: 1000224287
Category : Philosophy
Languages : en
Pages : 160

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Book Description
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Playing the Crusades

Playing the Crusades PDF Author: Robert Houghton
Publisher: Routledge
ISBN: 1000360288
Category : History
Languages : en
Pages : 137

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Book Description
Engaging the Crusades is a series of volumes which offer windows into a newly emerging field of historical study: the memory and legacy of the crusades. Together these volumes examine the reasons behind the enduring resonance of the crusades and present the memory of crusading in the modern period as a productive, exciting, and much needed area of investigation. This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games. The essays engage with uses of crusading rhetoric and imagery within a range of genres – including roleplaying, action, strategy, and casual games – and from a variety of theoretical perspectives drawing on gender and race studies, game design and theory, and broader discussions on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these games on popular understanding of the crusades, and underline the connection between the portrayal of the crusades in digital games and academic crusade historiography. Playing the Crusades is invaluable for scholars and students interested in the crusades, popular representations of the crusades, historical games, and collective memory.

Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games PDF Author: Robert Houghton
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110712032
Category : History
Languages : en
Pages : 314

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Book Description
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Digital Keywords

Digital Keywords PDF Author: Benjamin Peters
Publisher: Princeton University Press
ISBN: 1400880556
Category : Social Science
Languages : en
Pages : 352

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Book Description
How the digital revolution has shaped our language In the age of search, keywords increasingly organize research, teaching, and even thought itself. Inspired by Raymond Williams's 1976 classic Keywords, the timely collection Digital Keywords gathers pointed, provocative short essays on more than two dozen keywords by leading and rising digital media scholars from the areas of anthropology, digital humanities, history, political science, philosophy, religious studies, rhetoric, science and technology studies, and sociology. Digital Keywords examines and critiques the rich lexicon animating the emerging field of digital studies. This collection broadens our understanding of how we talk about the modern world, particularly of the vocabulary at work in information technologies. Contributors scrutinize each keyword independently: for example, the recent pairing of digital and analog is separated, while classic terms such as community, culture, event, memory, and democracy are treated in light of their historical and intellectual importance. Metaphors of the cloud in cloud computing and the mirror in data mirroring combine with recent and radical uses of terms such as information, sharing, gaming, algorithm, and internet to reveal previously hidden insights into contemporary life. Bookended by a critical introduction and a list of over two hundred other digital keywords, these essays provide concise, compelling arguments about our current mediated condition. Digital Keywords delves into what language does in today's information revolution and why it matters.