Gaming Culture(s) in India - Deshbandhu, Aditya; - Prospero Internet Bookshop

Gaming Culture(s) in India

Digital Play in Everyday Life
 
Edition number: 1
Publisher: Routledge India
Date of Publication:
 
Normal price:

Publisher's listprice:
GBP 135.00
Estimated price in HUF:
69 032 HUF (65 745 HUF + 5% VAT)
Why estimated?
 
Your price:

55 226 (52 596 HUF + 5% VAT )
discount is: 20% (approx 13 806 HUF off)
Discount is valid until: 31 December 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
 
Availability:

Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 2-3 weeks.
Not in stock at Prospero.
Can't you provide more accurate information?
 
  Piece(s)

 
Short description:

This volume critically analyses the multiple lives of the ?gamer? in India. It explores the ?everyday? of the gaming life from the player's perspective, to not just understand how the games are consumed but also analyses how the gamer influences the products? many (virtual) lives.

Long description:

This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player?s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products? many (virtual) lives.



Using an intensive ethnographic approach and in-depth interviews, this volume





  • situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact;

  • critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed;

  • details participants? gaming habits, practices and contexts from a cultural perspective and analyzes the participants? responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and

  • examines the offline and online spaces of gaming as sites of contestation between developers of games and the players.



A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

Table of Contents:
Introduction: Ludic Beginnings: Gaming Journeys and Experiences 1. Fun, Magic and Play: Theories of Gaming 2. Building Tools to Map the Ludic Everyday 3. Player Perspectives: Gamers & Gamerworthiness 4. Charting the Indian Gamescape: Redrawing Lines of Access 5. Gaming as a Site of Contestation 6. Friends, Communities and Networks: Gaming is Social  Conclusion