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Representations of Poverty in Videogames - Adam Crowley - Bog

Bag om Representations of Poverty in Videogames

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.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9783031001468
  • Indbinding:
  • Paperback
  • Sideantal:
  • 176
  • Udgivet:
  • 2. juni 2023
  • Udgave:
  • 23001
  • Størrelse:
  • 148x10x210 mm.
  • Vægt:
  • 236 g.
  • 8-11 hverdage.
  • 7. december 2024
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Normalpris

  • BLACK NOVEMBER

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Prøv i 30 dage for 45 kr.
Herefter fra 79 kr./md. Ingen binding.

Beskrivelse af Representations of Poverty in Videogames

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.

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