Culture at play : : how video games influence and replicate our world / / edited by Lindsey Joyce, Víctor Navarro-Remesal.
"What is video game culture and video games as culture? Culture at Play avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture, and do so f...
Saved in:
Superior document: | At the Interface/Probing the Boundaries ; Volume 134 |
---|---|
TeilnehmendeR: | |
Place / Publishing House: | Leiden ;, Boston : : Brill Rodopi,, [2021] ©2021 |
Year of Publication: | 2021 |
Language: | English |
Series: | At the interface/probing the boundaries ;
Volume 134. |
Physical Description: | 1 online resource |
Notes: | Includes index. |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
LEADER | 02135nam a2200373 i 4500 | ||
---|---|---|---|
001 | 993581947504498 | ||
005 | 20230126221648.0 | ||
006 | m o d | | ||
007 | cr#cn#---||||| | ||
008 | 210403s2021 ne o 000 0 eng d | ||
020 | |a 90-04-43978-1 | ||
035 | |a (CKB)4100000011352764 | ||
035 | |a (MiAaPQ)EBC6402766 | ||
035 | |a (EXLCZ)994100000011352764 | ||
040 | |a MiAaPQ |b eng |e rda |e pn |c MiAaPQ |d MiAaPQ | ||
050 | 4 | |a GV1469.34.S52 |b .C858 2021 | |
082 | 0 | |a 794.8 |2 23 | |
245 | 0 | 0 | |a Culture at play : |b how video games influence and replicate our world / |c edited by Lindsey Joyce, Víctor Navarro-Remesal. |
264 | 1 | |a Leiden ; |a Boston : |b Brill Rodopi, |c [2021] | |
264 | 4 | |c ©2021 | |
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a At the Interface/Probing the Boundaries ; |v Volume 134 | |
500 | |a Includes index. | ||
520 | |a "What is video game culture and video games as culture? Culture at Play avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture, and do so from four perspectives: Players: Types and Identities; The Human/The Machine: Agents, Ethics, and Affect; Compassion, Recognition, and the Interpersonal; and Learning through Play. As a form of play, video games can greatly affect our lives. As digital objects, they participate in our digital lives. As both, they have a noticeable impact on our relationships with others, with society, and with ourselves, and this is the scope of this book"-- |c Provided by publisher. | ||
588 | |a Description based on print version record. | ||
650 | 0 | |a Video games |x Social aspects. | |
776 | 0 | 8 | |i Print version: |t Culture at play |d Leiden ; Boston : Brill | Rodopi, 2020. |z 9789004373389 |w (DLC) 2020036633 |
776 | 0 | 8 | |z 90-04-37338-1 |
700 | 1 | |a Navarro-Remesal, Víctor, |e editor. | |
700 | 1 | |a Joyce, Lindsey, |e editor. | |
830 | 0 | |a At the interface/probing the boundaries ; |v Volume 134. | |
906 | |a BOOK | ||
ADM | |b 2023-02-28 11:35:31 Europe/Vienna |f System |c marc21 |a 2020-08-01 22:14:05 Europe/Vienna |g false | ||
AVE | |i Brill |P EBA Brill All |x https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5343140620004498&Force_direct=true |Z 5343140620004498 |b Available |8 5343140620004498 |