ISBN13: | 9780367142926 |
ISBN10: | 0367142929 |
Binding: | Hardback |
No. of pages: | 212 pages |
Size: | 234x156 mm |
Weight: | 548 g |
Language: | English |
Illustrations: | 15 Illustrations, black & white; 11 Halftones, black & white; 4 Line drawings, black & white; 2 Tables, black & white |
170 |
Sociology in general, methodology, handbooks
Computer Graphics Softwares
Arts in general
Regional studies
Playing cards
Media and communications industry
Further readings in games
Game planning
Internet in general
Cultural studies
Media and communication science in general
Political systems and theories
Sociology in general, methodology, handbooks (charity campaign)
Computer Graphics Softwares (charity campaign)
Arts in general (charity campaign)
Regional studies (charity campaign)
Playing cards (charity campaign)
Media and communications industry (charity campaign)
Further readings in games (charity campaign)
Game planning (charity campaign)
Internet in general (charity campaign)
Cultural studies (charity campaign)
Media and communication science in general (charity campaign)
Political systems and theories (charity campaign)
Gaming Culture(s) in India
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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.
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.