Gaming As Culture: Essays on Reality, Identity And

Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games [Reading] ➿ Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games Author J. Patrick Williams – Thomashillier.co.uk Since tabletop fantasy role playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world Thi Culture: Essays ePUB ´ Since tabletop fantasy role playing games emerged in the s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of Gaming As MOBI :↠ fantasy gaming as a leisure activity Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society Section I discusses the intersection of fantasy and real world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer s social reality Because the basic premise of fantasy gaming is the assumption of virtual identities, Section As Culture: Essays Epub Þ II looks at the relationship between gaming and various aspects of identity The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality Instructors considering this book for use in a course may request an examination copy here.


10 thoughts on “Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games

  1. John Carter McKnight John Carter McKnight says:

    A very mixed bag this anthology of articles on fantasy gaming tabletop and video starts off strong, then fizzles badly The socio anthro pieces are strong, with a range of theoretical lenses well applied The identity section is a mix of weak and dated psychology and anecdotal claptrap, and I slept through the last third.Still, worthwhile for some excellent bibliographies and examples of applying a wide range of theories to the study of fantasy gaming And,there s just not that much out there on tabletop and other non video RPGs.


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