LEADER 02986oam 2200637I 450 001 9910790444403321 005 20230126205025.0 010 $a1-135-17886-0 010 $a1-283-45823-3 010 $a9786613458230 010 $a1-135-17887-9 010 $a0-203-86337-2 024 7 $a10.4324/9780203863374 035 $a(CKB)2670000000148480 035 $a(EBL)743941 035 $a(OCoLC)797918935 035 $a(SSID)ssj0000679517 035 $a(PQKBManifestationID)11400053 035 $a(PQKBTitleCode)TC0000679517 035 $a(PQKBWorkID)10624461 035 $a(PQKB)10832829 035 $a(MiAaPQ)EBC743941 035 $a(Au-PeEL)EBL743941 035 $a(CaPaEBR)ebr10533753 035 $a(CaONFJC)MIL345823 035 $a(OCoLC)782056176 035 $a(EXLCZ)992670000000148480 100 $a20180706d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aVideo gamers /$fGarry Crawford 210 1$aMilton Park, Abingdon, Oxon ;$aNew York :$cRoutledge,$d2012. 215 $a1 online resource (201 p.) 300 $aDescription based upon print version of record. 311 $a0-415-67441-7 311 $a0-415-56368-2 320 $aIncludes bibliographical references (p. [163]-179) and index. 327 $aVideo Gamers; Copyright; Contents; Figures and table; Preface and acknowledgements; 1 Studying video games; 2 Understanding video gameplay; 3 Video gamers as audience; 4 Who plays video games?; 5 Key aspects of video gameplay; 6 Conceptualizing video gamer culture; 7 Video gamer productivity; 8 Video gaming and everyday life; Postscript; References; Index 330 $a"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--$cProvided by publisher. 606 $aVideo games 606 $aVideo games$xSocial aspects 615 0$aVideo games. 615 0$aVideo games$xSocial aspects. 676 $a794.8 686 $aSOC000000$aSOC026000$2bisacsh 700 $aCrawford$b Garry.$0853999 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790444403321 996 $aVideo gamers$93709300 997 $aUNINA