Jump to ContentJump to Main Navigation

You are looking at 1-10 of 32 items

  • Keywords: Video games x
Clear All Modify Search

View:

Playing (with) the Villain: Critical Play and the Joker-as-Guide in Batman: Arkham Asylum

Kristin M. S. Bezio

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

Published in print:
2015
Published Online:
May 2016
ISBN:
9781628462388
eISBN:
9781626746831
Item type:
chapter
Publisher:
University Press of Mississippi
DOI:
10.14325/mississippi/9781628462388.003.0009
Subject:
Literature, Comics Studies

Kristin M.S. Bezio asks us to enter Arkham Asylum, more or less literally, as players of the eponymous 2009 video game produced by Rocksteady. In her analysis, Bezio carefully outlines how the Joker ... More


He Could Be a Bunny Rabbit for All I Care!: How We Connect with Characters and Avatars

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.003.0004
Subject:
Society and Culture, Media Studies

Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video ... More


Polite Society

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0002
Subject:
Religion, Theology

This chapter describes the how World of Warcraft provides some of the benefits of religious affiliation: a public forum for group formation and ethical reflection that might otherwise be the purview ... More


Anarchy in the Arcade: Regulating Coin-Op Video Games

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/9780816691821.003.0004
Subject:
Society and Culture, Technology and Society

Numerous communities organized against arcades, fighting the opening of arcades through zoning ordinances, code enforcement, and other restrictions. Although in many cases these efforts reflect ... More


Introduction: Contextualizing Player Two

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0001
Subject:
Society and Culture, Technology and Society

The Introduction, “Contextualizing Player Two,” looks at the background and history of our current situation—how it is that games came to be designed and marketed for women audiences, and some of the ... More


A World with Meaning

Robert M. Geraci

in Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life

Published in print:
2014
Published Online:
April 2014
ISBN:
9780199344697
eISBN:
9780199374731
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199344697.003.0003
Subject:
Religion, Theology

It is not social activities alone that make World of Warcraft virtually sacred; such practices are anchored to practices through which people make meaning and experience transcendence. Like a Venn ... More


From Custer’s Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.003.0002
Subject:
Society and Culture, Media Studies

This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. ... More


Classifying Game Music

William Gibbons

in Unlimited Replays: Video Games and Classical Music

Published in print:
2018
Published Online:
May 2018
ISBN:
9780190265250
eISBN:
9780190265304
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190265250.003.0012
Subject:
Music, Popular, History, Western

This final chapter considers the ways in which video game music has rapidly entered the concert repertoire, and what that change might mean for how listeners, critics, and musicians understand ... More


Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Adrienne Shaw

Published in print:
2015
Published Online:
August 2015
ISBN:
9780816693153
eISBN:
9781452949666
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816693153.001.0001
Subject:
Society and Culture, Media Studies

New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of ... 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


View: