Game worlds get real : how who we are online became who we are offline / Zek Valkyrie.
By: Valkyrie, Zek [author.].
Publisher: Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017]Description: viii, 246 pages : illustrations ; 25 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9781440851285.Subject(s): Video games -- Social aspects | Virtual realityGenre/Form: Print books.
Contents:
Frameworks and realities -- Gamer identity politics -- Rationalization of play -- Stigma and gamer communities -- Digital consumption -- Pixel profiteers -- Gender authenticity -- Goddess paradox -- Cybersexuality -- Gamer masculinity.
Current location | Call number | Status | Date due | Barcode | Item holds |
---|---|---|---|---|---|
On Shelf | GV1469.34.S52 V35 2017 (Browse shelf) | Available | AU00000000012239 |
Total holds: 0
Includes bibliographical references and index.
Frameworks and realities -- Gamer identity politics -- Rationalization of play -- Stigma and gamer communities -- Digital consumption -- Pixel profiteers -- Gender authenticity -- Goddess paradox -- Cybersexuality -- Gamer masculinity.