Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games.

This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.

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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest.
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Table of Contents

Introduction: From Moral Panics to Mature Games Research in Action           

Section 1: Control versus Authorship     
1. Who Governs the Gamers?     
2. Terms of Service and Terms of Play in Children’s Online Gaming     
3. Narrative Power in Online Game Worlds: The Story of Cybertown     
4. Law and Disorder in Cyberspace: How Systems of Justice Developed in Online Text-Based Gaming Communities     

Section 2: Discourse and Ideology     
5. From The Green Berets to America’s Army: Video Games as a Vehicle for Political Propaganda     
6. Rhetorics of Computer and Video Game Research     
7. From Margin to Center: Biographies of Technicity and the Construction of Hegemonic Games Culture     
8. Ghost Recon: Island Thunder: Cuba in the Virtual Battlescape     

Section 3: Experience and Identity     
9. The Player’s Journey     
10. Mutual Fantasy Online: Playing with People     
11. From Dollhouse to Metaverse: What Happened When The Sims Went Online     
12. Platform Dependent: Console and Computer Cultures     

Section 4: Consumption and Community     
13. Mapping Independent Game Design      
14. Desire for Commodities and Fantastic Consumption in Digital Games     
15. Reading and Playing: What Makes Interactive Fiction Unique     

About the Contributors     
Index     
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Produktdetaljer

ISBN
9780786428328
Publisert
2007-04-11
Utgiver
McFarland & Co Inc
Vekt
426 gr
Høyde
229 mm
Bredde
152 mm
Dybde
16 mm
Aldersnivå
U, P, 05, 06
Språk
Product language
Engelsk
Format
Product format
Heftet

Biografisk notat

J. Patrick Williams is an assistant professor of Sociology at Arkansas State University. Jonas Heide Smith has a Ph.D. from the Center for Computer Games Research at the IT University of Copenhagen and currently heads the university’s MSC program in Digital Design and Communication.