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Book Cover
E-book
Author Joyce, Lindsey

Title Culture at Play
Published Boston : BRILL, 2020

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Description 1 online resource (152 p.)
Series At the Interface / Probing the Boundaries Ser
At the Interface / Probing the Boundaries Ser
Contents Intro -- Culture at Play: How Video Games Influence and Replicate Our World -- Copyright -- Contents -- Notes on Contributors -- Video Games, Culture, and Everything: An Introduction -- Part 1: Players: Types and Identities -- 1 'Is Your Masculinity Threatened? Then You're Not Man Enough to Play': Robot Unicorn Attack 2 and Beyond the Gender Challenge -- 2 We Are Smash Bros: Understanding Player Types and Ideals Through Worldwide Game Design -- 3 Empowering Avatars -- The Impact of In-Game Presence on Everyday Functioning
4 Without so Much as a Word: Non-Verbal Performances of Masculine Identity in Adolescent Call of Duty Players -- Part 2: The Human/The Machine: Agents, Ethics, and Affect -- 5 Agents in Space and Time: Fundamentals of Interactive Narrative Systems -- 6 Killswitch Engage: Ethics in Game Design -- 7 Pushing the Lever: Rule-Consequentialism and Utilitarianism in Life is Strange -- 8 Light My (Camp-)Fire: Affect and Incitement in Firewatch -- Part 3: Compassion, Recognition, and the Interpersonal -- 9 Representing Interpersonal Relationships in Videogame Terms
10 Press x to Recognize the Other's Suffering: Compassion and Recognition in Games -- Part 4: Learning through Play -- 11 Toward Engaging Educational Digital Games -- 12 Serious Topics and Fun Games: Hidden in the Zoo -- 13 'You Can Deny Seriousness, But You Can't Deny Play': Emergent Resistance to Purposive Games -- Index
Notes Description based upon print version of record
Form Electronic book
Author Navarro-Remesal, VĂ­ctor
ISBN 9789004439788
9004439781