LEADER 03239nam 22006255 450 001 9910574094603321 005 20240724104840.0 010 $z9783031001437 010 $z3031001435 010 $a9783031001444$b(electronic bk.) 010 $a3031001443 024 7 $a10.1007/978-3-031-00144-4 035 $a(MiAaPQ)EBC7007413 035 $a(Au-PeEL)EBL7007413 035 $a(CKB)23114043900041 035 $aEBL7007413 035 $a(AU-PeEL)EBL7007413 035 $a(DE-He213)978-3-031-00144-4 035 $a(EXLCZ)9923114043900041 100 $a20220531d2022 u| 0 101 0 $aeng 135 $aurczu---auuuu 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aRepresentations of Poverty in Videogames /$fby Adam Crowley 205 $a1st ed. 2022. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2022. 215 $a1 online resource (168 pages) 300 $aDescription based upon print version of record. 311 08$aPrint version: Crowley, Adam Representations of Poverty in Videogames Cham : Springer International Publishing AG,c2022 9783031001437 320 $aIncludes bibliographical references and index. 327 $a1. Introduction -- 2. Relative Poverty and Slumming Simulations -- 3. Player Identity and the Conditions of Play -- 4. The Player and Game Studies' Rhetoric of Inclusion -- 5. Human Subjects and Digital Poverty -- 6. Conclusion. . 330 $aThis 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. Adam Crowley is Professor of English and Director of Composition at Husson University, USA. He is author of The Wealth of Virtual Nations: Videogame Currencies (2017). . 606 $aScience$xSocial aspects 606 $aPopular culture 606 $aVideo games$xProgramming 606 $aScience and Technology Studies 606 $aPopular Culture 606 $aGame Development 615 0$aScience$xSocial aspects. 615 0$aPopular culture. 615 0$aVideo games$xProgramming. 615 14$aScience and Technology Studies. 615 24$aPopular Culture. 615 24$aGame Development. 676 $a794.809 676 $a794.815 700 $aCrowley$b Adam$0988765 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910574094603321 996 $aRepresentations of Poverty in Videogames$92876370 997 $aUNINA