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Name Games: Analyzing Game Studies (Third Interlude)

Geoffrey Rockwell and Stéfan Sinclair

in Hermeneutica: Computer-Assisted Interpretation in the Humanities

Published in print:
2016
Published Online:
January 2017
ISBN:
9780262034357
eISBN:
9780262332064
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262034357.003.0008
Subject:
Society and Culture, Cultural Studies

How can you study the emergence of a field through a new journal? Chapter 8, the third Interlude, looks at ten years of the online journal Game Studies as a way of looking at the new field of game ... More


The Joker: A Serious Study of the Clown Prince of Crime

Robert Moses Peaslee and Robert G. Weiner (eds)

Published in print:
2015
Published Online:
May 2016
ISBN:
9781628462388
eISBN:
9781626746831
Item type:
book
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781628462388.001.0001
Subject:
Literature, Comics Studies

Along with Batman, Spider-Man, and Superman, the Joker is one of the most recognizable sequential art characters in popular culture. While there has been a great deal of scholarly attention on ... More


Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Carly A. Kocurek

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.001.0001
Subject:
Society and Culture, Technology and Society

Coin-Operated Americans centers on the reframing of boyhood that took place in the popular discourse surrounding early video gaming, but it is not another story about young men. Rather, it charts ... More


The Future is Now: Changes in Gaming Culture

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0007
Subject:
Society and Culture, Technology and Society

In the final chapter, I consider shifts in gaming culture, including the growing prevalence of gaming in the United States. Increasingly, video gaming crosses demographic boundaries of age, race, and ... More


Play Saves the Day: Tron, Wargames, and the Gamer as Protagonist

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0005
Subject:
Society and Culture, Technology and Society

Drawing from the discussion of technomasculine ideals and game violence from previous chapters, this chapter analyzes gaming-related Hollywood films that provide iconic examples of the deployment of ... More


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