Representations of Poverty in Videogames

Representations of Poverty in Videogames PDF Author: Adam Crowley
Publisher: Springer Nature
ISBN: 3031001443
Category : Social Science
Languages : en
Pages : 168

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Book Description
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.

Representations of Poverty in Videogames

Representations of Poverty in Videogames PDF Author: Adam Crowley
Publisher: Springer Nature
ISBN: 3031001443
Category : Social Science
Languages : en
Pages : 168

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Book Description
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.

Representations of Poverty in Videogames

Representations of Poverty in Videogames PDF Author: Adam Crowley
Publisher:
ISBN: 9783031001451
Category :
Languages : en
Pages : 0

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Book Description
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). .

Disability and Video Games

Disability and Video Games PDF Author: Markus Spöhrer
Publisher: Springer Nature
ISBN: 3031343743
Category : Social Science
Languages : en
Pages : 365

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Book Description
This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Tourism and Geographies of Inequality

Tourism and Geographies of Inequality PDF Author: Fabian Frenzel
Publisher: Routledge
ISBN: 1317635779
Category : Social Science
Languages : en
Pages : 168

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Book Description
Slum tourism is a controversial pastime on the rise globally. This volume provides a collection of studies that shed light on the phenomenon from historical, geographical, sociological, political and anthropological perspectives. Based on unique and in depth research from across the globe, the collection forms an indispensable resource for Scholars and Students of tourism and the geographies of inequality. Connecting slum tourism to debates over the ethics and aesthetics of travel, volunteering, second homes and cross border mobilities, the case studies provide ample ground for an understanding of slum tourism as transversal terrain in which the questions of global equity came to the fore. This book was published as a special issue of Tourism Geographies.

Images (II)

Images (II) PDF Author: Veronika Bernard
Publisher: LIT Verlag Münster
ISBN: 3643903634
Category : Social Science
Languages : en
Pages : 265

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Book Description
IMAGES (II) - Images of the Poor offers readers a cross-section of current research on the perception of poverty and on contemporary and historical representations of poverty coming from a variety of fields in people's daily lives. The fact that the international group of contributors to this book come from very different cultural, ideological, scientific/academic perspectives, and backgrounds is adding even more to the diversity of thought and ideas documented. The arguments presented help to raise the social awareness needed to break the vicious circle of poverty. (Series: Anthropology / Ethnologie - Vol. 52)

The Written Dead

The Written Dead PDF Author: Kyle William Bishop
Publisher: McFarland
ISBN: 1476629684
Category : Literary Criticism
Languages : en
Pages : 226

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Book Description
From Victor Halperin's White Zombie (1932) to George A. Romero's landmark Night of the Living Dead (1968) and AMC's hugely successful The Walking Dead (2010-), zombie mythology has become an integral part of popular culture. In a reversal of the typical pattern of adaptation, the zombie developed onscreen before appearing in short stories and comic books during the 20th century, and more recently as subjects of more traditional novels. This collection of new essays examines some of the most influential and inventive zombie literature, from the early stories to the most recent narratives, including some told from a zombie perspective.

Videogames in the Indian Subcontinent

Videogames in the Indian Subcontinent PDF Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182

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Book Description
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.

Outside and In-Between: Theorizing Asian-Canadian Exclusion and the Challenges of Identity Formation

Outside and In-Between: Theorizing Asian-Canadian Exclusion and the Challenges of Identity Formation PDF Author:
Publisher: BRILL
ISBN: 9004466355
Category : Social Science
Languages : en
Pages : 282

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Book Description
This collection of critical theorizing reflects the lived experiences of racialized Asian-Canadian contributors. Grounded in theory and history, these essays illuminate pathways to better understand Asian-ness in contemporary Canada. These academics provide fresh perspectives on Asian Canadian exclusion, examine new spaces for critical resistance, and navigate the challenges of identity formation across racial, cultural, and national boundaries.

Clash of Realities 2015/16

Clash of Realities 2015/16 PDF Author: Clash of Realities
Publisher: transcript Verlag
ISBN: 3839440319
Category : Social Science
Languages : en
Pages : 639

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Book Description
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Gaming Representation

Gaming Representation PDF Author: Jennifer Malkowski
Publisher: Indiana University Press
ISBN: 0253026601
Category : Games & Activities
Languages : en
Pages : 276

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Book Description
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.