03763nam 22006495 450 991076029040332120240702114831.09783031423710(electronic bk.)978303142370310.1007/978-3-031-42371-0(MiAaPQ)EBC30789692(Au-PeEL)EBL30789692(CKB)28517196400041(DE-He213)978-3-031-42371-0(EXLCZ)992851719640004120231016d2024 u| 0engurcn#||||||||txtrdacontentcrdamediacrrdacarrierThe Child in Videogames From the Meek, to the Mighty, to the Monstrous /by Emma Reay1st ed. 2024.Cham :Springer Nature Switzerland :Imprint: Palgrave Macmillan,2024.1 online resource (229 pages) illustrationsPrint version: Reay, Emma The Child in Videogames Cham : Palgrave Macmillan, c2023 9783031423703 Includes bibliographical references and index.Chapter 1: Dreaming the Myth Onwards -- Chapter 2: A Survey of Child-Characters in Contemporary Videogames -- Chapter 3: The Child as a Social Construct -- Chapter 4: Child Killers and Killer Children -- Chapter 5: Child Heroes -- Chapter 6: Plushies, Dollies, and Action Figurines -- Chapter 7: The Kid in the Fridge.The Child in Videogames is remarkable. Its ground-breaking approach to scholarship on videogames and, more broadly, textual representations of children stands to transform how both are studied. Its brilliant analysis of the childly and childness across videogames designed for both younger and mature players will shape thinking—both academic and industry, I believe—for years to come. --Professor Gretchen Papazian, Central Michigan University, USA Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting. Dr. Emma Reay is a Senior Lecturer in Emerging Media at the University of Southampton. .GamesPopular CultureChildren's literatureYouthSocial life and customsDigital mediaGames StudiesPopular CultureChildren's LiteratureYouth CultureDigital and New MediaGames.Popular Culture.Children's literature.YouthSocial life and customs.Digital media.Games Studies.Popular Culture.Children's Literature.Youth Culture.Digital and New Media.794.8Reay Emma1437542MiAaPQMiAaPQMiAaPQ9910760290403321The Child in Videogames3598236UNINA