LEADER 02429nam 2200589 a 450 001 9910791964703321 005 20230126204207.0 010 $a0-8173-8559-2 035 $a(CKB)2560000000079474 035 $a(EBL)835624 035 $a(OCoLC)772845328 035 $a(SSID)ssj0000590583 035 $a(PQKBManifestationID)11398991 035 $a(PQKBTitleCode)TC0000590583 035 $a(PQKBWorkID)10666041 035 $a(PQKB)10394561 035 $a(MiAaPQ)EBC835624 035 $a(MdBmJHUP)muse9336 035 $a(Au-PeEL)EBL835624 035 $a(CaPaEBR)ebr10527805 035 $a(EXLCZ)992560000000079474 100 $a20101022d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGaming matters$b[electronic resource] $eart, science, magic, and the computer game medium /$fJudd Ethan Ruggill and Ken S. McAllister 210 $aTuscaloosa $cUniversity of Alabama Press$dc2011 215 $a1 online resource (168 p.) 300 $aDescription based upon print version of record. 311 $a0-8173-1737-6 320 $aIncludes bibliographical references and index. 320 $aIncludes "gameography". 327 $aIdiosyncrasy -- Irreconcilability -- Aimlessness -- Anachronism -- Duplicity -- Work -- Alchemy. 330 $a In his 2004 book Game Work, Ken S. McAllister proposed a rigorous critical methodology for the discussion of the "video game complex"-the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister demonstrated, are viewed and discussed very differently by different factions: as an economic force, as narrative texts, as a facet of popular culture, as a psychological playground, as an ethical and moral force, even as a tool for military training. In Gaming Matters, McAllister and 606 $aVideo games 606 $aVideo games$xStudy and teaching 606 $aVideo games$xSocial aspects 615 0$aVideo games. 615 0$aVideo games$xStudy and teaching. 615 0$aVideo games$xSocial aspects. 676 $a794.8 700 $aRuggill$b Judd Ethan$0886392 701 $aMcAllister$b Ken S.$f1966-$01115327 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910791964703321 996 $aGaming matters$93863005 997 $aUNINA