02747nam 2200589 a 450 991045956990332120200520144314.01-317-14064-81-283-12870-597866131287060-7546-9940-4(CKB)2670000000083785(EBL)711350(OCoLC)732959036(SSID)ssj0000536398(PQKBManifestationID)12200818(PQKBTitleCode)TC0000536398(PQKBWorkID)10549397(PQKB)11723239(MiAaPQ)EBC711350(Au-PeEL)EBL711350(CaPaEBR)ebr10470864(CaONFJC)MIL919095(EXLCZ)99267000000008378520110325d2011 uy 0engur|n|---|||||txtccrEthnographies of the videogame[electronic resource] gender, narrative and praxis /Helen ThornhamFarnham, Surrey, England ;Burlington, Vt. Ashgatec20111 online resource (218 p.)Description based upon print version of record.0-7546-7978-0 Includes bibliographical references and index.Cover; Contents; List of Figures; Acknowledgements; 1 Introductions: Videogames, Gender, Ethnography; 2 Constructing a Gendered Gaming Identity; 3 Articulating Pleasure: Gender, Technology and Power; 4 The Practices of Gameplay; 5 Bodies and Action; 6 Pleasure and the Imagined Gamer; 7 Conclusions: Towards a Theory of Domestic Videogaming; Appendix 1: Index and Statistics of Houses and Household Members; Appendix 2: Index of Interviews; Bibliography; IndexEthnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established power relationships within households. Thornham provides pertinent and reflexive commentary highlighting the relationships of gender and power in gaming practice.Video gamesVideo gamesSocial aspectsElectronic books.Video games.Video gamesSocial aspects.306.4/87Thornham Helen476466MiAaPQMiAaPQMiAaPQBOOK9910459569903321Ethnographies of the videogame244377UNINA