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While attempts to regenerate communities are everywhere, we do not often hear from the people themselves just how they managed to create safe collective spaces or how the fall of the whole house of cards brought with it effects which can be felt by young people who never knew the town when it was an industrial heartland.
Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational approach to game play using an account of affect. The book explores central issues of violence and parental regulation and argues that economic relations are not remote from the micro relations of playing.
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