Utvidet returrett til 31. januar 2025

Bøker i Palgrave Games in Context-serien

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  •  
    355,-

    Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture.

  •  
    394,-

    Queerness in Play examines the many ways queerness of all kinds-from queer as 'LGBT' to other, less well-covered aspects of the queer spectrum-intersects with games and the social contexts of play.

  •  
    432,-

    It explores many of the critical issues in contemporary studies of masculinity-including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism-and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures.

  •  
    1 371,-

    This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography.

  • av Nicholas J. Mizer
    948 - 1 101,-

    Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms.

  • - Designs and Discussions
    av William J. White
    1 471 - 1 613,-

    This book provides an introduction to the Forge, an online discussion site for tabletop role-playing game (TRPG) design, play, and publication that was active during the first years of the twenty-first century and which served as an important locus for experimentation in game design and production during that time.

  • - Playing on the Threshold
    av Mike Piero
    1 371,-

    Video Game Chronotopes and Social Justice examines how the chronotope, which literally means "timespace," is an effective interpretive lens through which to understand the cultural and ideological significance of video games.

  • - Ethnographies of Play and Creativity
    av Larissa Hjorth, Hugh, OBE, m.fl.
    1 355,-

    This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life.

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