This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices.
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume ...
In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers make literal the theoretical concept that Roland Barthes and Julia Kristeva defined four decades ago: they are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games. This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the...
In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers make ...