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
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GV1469.34.P79 T64 2018 Playing smart : on games, intelligence and Artificial Intelligence / | GV1469.34.S52 G45 2018 Gamer nation : the rise of modern gaming and the compulsion to play again / | GV1469.34.S52 H68 2019 How to play video games / | GV1469.34.S52 V35 2017 Game worlds get real : how who we are online became who we are offline / | GV1469.35.P634 A84 2019 The augmented reality of Pokémon Go : chronotopes, moral panic, and other complexities / | H61 .C73 2013 Qualitative inquiry and research design : choosing among five approaches / | H61 .M492644 2016 Methods that matter : integrating mixed methods for more effective social science research / |
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.