Multiplayer (eBook)

The Social Aspects of Digital Gaming
Artikelnummer: 978-1-134-09219-2
Einband: PDF
Verfügbarkeit: Download, sofort verfügbar (Link per E-Mail)
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.The book is divided into five sections that explore the following areas:Social Aspects of Digital GamingSocial Interactions in Virtual WorldsOnline Gaming Co-located and Console GamingRisks and Challenges of Social GamingThis engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.The book is divided into five sections that explore the following areas:Social Aspects of Digital GamingSocial Interactions in Virtual WorldsOnline Gaming Co-located and Console GamingRisks and Challenges of Social GamingThis engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
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VerlagTaylor & Francis Ebooks
EinbandPDF
Erscheinungsjahr2013
Seitenangabe272 S.
AusgabekennzeichenEnglisch
Abbildungen5 schwarz-weiße Fotos, 13 schwarz-weiße Zeichnungen, 32 schwarz-weiße Tabellen
Masse2'834 KB
PlattformPDF
AutorQuandt, Thorsten (Hrsg.) / Kröger, Sonja (Hrsg.)

Über den Autor Thorsten (Hrsg.) Quandt

Thorsten Quandt is Professor of Communication Studies and Dean, Faculty of Education and Social Sciences at the University of Münster, Germany. He (co)published more than 200 scientific articles and several books. Quandt is a Fellow of the International Communication Association (ICA). His research and teaching fields include online communication, media innovation research, digital games and journalism.Karin Wahl-Jorgensen is Professor in the Cardiff School of Journalism, Media and Culture and serves as University Dean of Research Environment and Culture. Her research focuses on journalism and citizenship, and she has authored or edited ten books. Recent books include Emotions, Media and Politics (2019), Digital Citizenship in a Datafied Society (2019, with Arne Hintz and Lina Dencik), and Handbook of Journalism Studies, 2nd edition (2020, Routledge, co-edited with Thomas Hanitzsch).

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