Record ID | marc_loc_2016/BooksAll.2016.part38.utf8:170473922:2587 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_2016/BooksAll.2016.part38.utf8:170473922:2587?format=raw |
LEADER: 02587cam a22003014a 4500
001 2011009302
003 DLC
005 20120313084243.0
008 110310s2012 enka b 001 0 eng
010 $a 2011009302
020 $a9780415563680 (hardback)
020 $a9780415674416 (paperback)
040 $aDLC$cDLC$dDLC
042 $apcc
050 00 $aGV1469.3$b.C647 2012
082 00 $a794.8$222
084 $aSOC000000$aSOC026000$2bisacsh
100 1 $aCrawford, Garry.
245 10 $aVideo gamers /$cGarry Crawford.
260 $aLondon ;$aNew York :$bRoutledge,$c2012.
300 $a186 p. :$bill. ;$c24 cm.
504 $aIncludes bibliographical references (p. [163]-179) and index.
520 $a"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--$cProvided by publisher.
520 $a"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--$cProvided by publisher.
650 0 $aVideo games.
650 0 $aVideo games$xSocial aspects.
650 7 $aSOCIAL SCIENCE / General$2bisacsh.
650 7 $aSOCIAL SCIENCE / Sociology / General$2bisacsh.