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008    101216s2011    enka     b    001 0 eng   
010    2010050590 
020    9780415556194 (hbk.) 
020    9780203869598 (ebk.) 
040    DLC|cDLC|dDLC|dAS 
042    pcc 
050 00 GV1469.15|b.O56 2011 
082 00 306.4/87|222 
245 00 Online gaming in context :|bthe social and cultural 
       significance of online games /|cedited by Garry Crawford, 
       Victoria K. Gosling, and Ben Light 
260    Milton Park, Abingdon, Oxon ;|aNew York :|bRoutledge,
       |c2011 
300    xvi, 298 p. :|bill. ;|c24 cm 
490 1  Routledge advances in sociology ;|v56 
504    Includes bibliographical references and index 
520    "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    "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 Internet games|xSocial aspects 
650  7 SOCIAL SCIENCE / General|2bisacsh 
650  7 SOCIAL SCIENCE / Sociology / General|2bisacsh 
700 1  Crawford, Garry 
700 1  Gosling, Victoria K 
700 1  Light, Ben 
830  0 Routledge advances in sociology ;|v56 
LOCATION CALL # STATUS OPACMSG BARCODE
 人文社會聯圖  GV1469.15 .O56 2011    AVAILABLE    30610020379467