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Gaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games
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Gaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games
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Fri, Jul 11, 04:24 AMFri, Jul 11, 04:24 AM
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Gaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games

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Condition:
Like New
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    eBay item number:157147809306

    Item specifics

    Condition
    Like New: A book that looks new but has been read. Cover has no visible wear, and the dust jacket ...
    Series
    McFarland
    Educational Level
    Adult & Further Education
    Level
    Advanced
    ISBN
    9780786424368

    About this product

    Product Identifiers

    Publisher
    Mcfarland & Company, Incorporated Publishers
    ISBN-10
    0786424362
    ISBN-13
    9780786424368
    eBay Product ID (ePID)
    50571284

    Product Key Features

    Number of Pages
    232 Pages
    Publication Name
    Gaming As Culture : Essays on Reality, Identity and Experience in Fantasy Games
    Language
    English
    Publication Year
    2006
    Subject
    General, Popular Culture, Role Playing & Fantasy
    Type
    Textbook
    Subject Area
    Social Science, Games & Activities
    Author
    Sean Q. Hendricks
    Format
    Trade Paperback

    Dimensions

    Item Height
    0.5 in
    Item Weight
    11.2 Oz
    Item Length
    9 in
    Item Width
    6 in

    Additional Product Features

    Intended Audience
    Scholarly & Professional
    LCCN
    2006-001521
    Reviews
    "perfect...studious and detailed"-- Midwest Book Review "impressive...superb...insightful perspectives"-- Journal of Popular Culture "this book presents the most current research in fantasy games"-- New Books in the Communications Library., "perfect...studious and detailed"- Midwest Book Review ; "impressive...superb...insightful perspectives"- Journal of Popular Culture ; "this book presents the most current research in fantasy games"- New Books in the Communications Library., "perfect...studious and detailed"-- Midwest Book Review ; "impressive...superb...insightful perspectives"-- Journal of Popular Culture ; "this book presents the most current research in fantasy games"-- New Books in the Communications Library.
    Dewey Edition
    22
    Number of Volumes
    1 vol.
    Illustrated
    Yes
    Dewey Decimal
    793.93
    Table Of Content
    Table of Contents Acknowledgments Introduction: Fantasy Games, Gaming Cultures, and Social Life I. SOCIAL REALITY 1. The Role-Playing Game and the Game of Role-Playing: The Ludic Self and Everyday Life 2. Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming 3. Social Events and Roles in Magic: A Semiotic Analysis II. IDENTITY 4. Consumption and Authenticity in the Collectible Strategy Games Subculture 5. Desktop Conquistadors: Negotiating American Manhood in the Digital Fantasy Role-Playing Game 6. Playing with Identity: Unconscious Desire and Role-Playing Games 7. The Business and the Culture of Gaming III. EXPERIENCE 8. Online Gaming and the Interactional Self: Identity Interplay in Situated Practice 9. Invoking the Avatar: Gaming Skills as Cultural and Out-of-Game Capital 10. Vicarious Experience: Staying There Connected With and Through Our Own and Other Characters About the Contributors Index
    Synopsis
    Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games., Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
    LC Classification Number
    GV1469.6.G36 2006

    Item description from the seller

    About this seller

    AllMacks

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    We are always looking at tag sales, estate sales and any other place we can find interesting and collectible items. We hope you find our selection both diverse and enjoyable to shop. We try to give ...
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      • y***a (25)- Feedback left by buyer.
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        The book was shipped out fast and packaged so incredibly well there was no chance for damage. It was exactly as described, too. Great experience! Great seller! Highly recommended!
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