LEADER 03763nam 22006495 450 001 9910760290403321 005 20240702114831.0 010 $a9783031423710$b(electronic bk.) 010 $z9783031423703 024 7 $a10.1007/978-3-031-42371-0 035 $a(MiAaPQ)EBC30789692 035 $a(Au-PeEL)EBL30789692 035 $a(CKB)28517196400041 035 $a(DE-He213)978-3-031-42371-0 035 $a(EXLCZ)9928517196400041 100 $a20231016d2024 u| 0 101 0 $aeng 135 $aurcn#|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe Child in Videogames $eFrom the Meek, to the Mighty, to the Monstrous /$fby Emma Reay 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Palgrave Macmillan,$d2024. 215 $a1 online resource (229 pages) $cillustrations 311 08$aPrint version: Reay, Emma The Child in Videogames Cham : Palgrave Macmillan, c2023 9783031423703 320 $aIncludes bibliographical references and index. 327 $aChapter 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. 330 $aThe 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. . 606 $aGames 606 $aPopular Culture 606 $aChildren's literature 606 $aYouth$xSocial life and customs 606 $aDigital media 606 $aGames Studies 606 $aPopular Culture 606 $aChildren's Literature 606 $aYouth Culture 606 $aDigital and New Media 615 0$aGames. 615 0$aPopular Culture. 615 0$aChildren's literature. 615 0$aYouth$xSocial life and customs. 615 0$aDigital media. 615 14$aGames Studies. 615 24$aPopular Culture. 615 24$aChildren's Literature. 615 24$aYouth Culture. 615 24$aDigital and New Media. 676 $a794.8 700 $aReay$b Emma$01437542 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910760290403321 996 $aThe Child in Videogames$93598236 997 $aUNINA