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Representations of Poverty in Videogames

(Autor)

Buch | Softcover
1st ed. 2022
Springer International Publishing AG (Verlag)
978-3-031-00145-1 (ISBN)
CHF 43,60 inkl. MwSt
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This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player's economic expectations.
This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player's economic expectations.

Adam Crowley is Professor of English and Director of Composition at Husson University, USA. He is author of The Wealth of Virtual Nations: Videogame Currencies (2017).

Chapter 1: Introduction



Game Studies and Poverty



Poverty in Woke Game Studies Discourse



Critical Contexts of Poverty in Game Studies Scholarship



Virtual Poverty and Congruence



Authoritative Dispatches from the Field



Specifying Poverty for Future Game Studies Investigations



The Player's Act of Play: Slumming as Transmedia Context



The Intersection of Player and Played: Slumming in Skyrim



The Intersection of Player and Played: Thematizing Poverty



Chapter 2: Relative Poverty and Slumming Simulations



Behavior Scripts and Ethical Imperatives



Specifying Poverty for Analysis: Relative Poverty



Relative Poverty in World of Warcraft



Contextualizing World of Warcraft's Poverty Theme



The Player's Acts of Play: Relative Poverty and Reordered Experience



World of Warcraft Poverty Thematics



Beyond the Slums: The Player's Act of Play as Context for Poverty Thematics



Chapter 3: Player Identity and the Conditions of Play



Playing at Poor



The Impoverished at Play: Assessing the Technomasculine



Representing Impoverished Communities in Videogames



Chapter 4: The Player and Game Studies' Rhetoric of Inclusion



The Player's Acts of Play: Identity in Gaming Cultures



Contexts for Play: Identity and Poverty



A Struggle for Definition: Game Studies: The International Journal of Computer Games Research



A Struggle for Terminology: First Person Scholar and "Middle State" Publications



A Struggle for Recognition: Not Your Mama's Gamer Transition from Blog to Journal

Chapter 5: Human Subjects and Digital Poverty



Game Studies: The Player and Played



Game Studies: Addressing the Proper Subject - Opportunities for Growth



Game Studies' Post-Modern Economics: The Avant-Pop Rides Again



Game Studies' Post-Modern Economics: From Avant-Pop to Social Realism



Chapter 6: Conclusion



Literary Contexts for Digital Slumming



Literary Studies: Game Studies' Coalmine Canary



Gentility and the intersection of Game Studies and Literary Studies



An Aesthetic Tradition for Literary Considerations of The Player's Act of Play



A Point of Departure for Literary Considerations of The Player's Act of Play: "Lore"



Assessing Lore's Significance to Relative Poverty

Zusatzinfo Approx. 255 p.
Verlagsort Cham
Sprache englisch
Maße 148 x 210 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Sozialwissenschaften
ISBN-10 3-031-00145-1 / 3031001451
ISBN-13 978-3-031-00145-1 / 9783031001451
Zustand Neuware
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