LEADER 04173nam 2200709Ia 450 001 9910959019103321 005 20200520144314.0 010 $a979-82-16-30523-1 010 $a1-282-92187-8 010 $a9786612921872 010 $a0-7391-4702-1 035 $a(CKB)2670000000059091 035 $a(EBL)634254 035 $a(OCoLC)699510866 035 $a(SSID)ssj0000443889 035 $a(PQKBManifestationID)12147439 035 $a(PQKBTitleCode)TC0000443889 035 $a(PQKBWorkID)10461884 035 $a(PQKB)10080775 035 $a(SSID)ssj0000488192 035 $a(PQKBManifestationID)11325077 035 $a(PQKBTitleCode)TC0000488192 035 $a(PQKBWorkID)10446121 035 $a(PQKB)10565686 035 $a(Au-PeEL)EBL634254 035 $a(CaPaEBR)ebr10434921 035 $a(CaONFJC)MIL292187 035 $a(MiAaPQ)EBC634254 035 $a(EXLCZ)992670000000059091 100 $a20100521d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aUtopic dreams and apocalyptic fantasies $ecritical approaches to researching video game play /$fedited by J. Talmadge Wright, David G. Embrick, and Andras Lukacs 205 $a1st ed. 210 $aLanham, Md. $cRowman & Littlefield Publishers$dc2010 215 $a1 online resource (424 p.) 300 $aDescription based upon print version of record. 311 08$a0-7391-4700-5 320 $aIncludes bibliographical references and index. 327 $aAcknowledgments; chapter One; Introduction; J. Talmadge Wright, David G. Embrick, and Andra ?s Luka ?cs; part i; Modern Play and Technology-Defining Digital Play; chapter two; Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games?; Thomas S. Henricks; chapter three; "Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies; Ken S. McAllister and Judd Ethan Ruggill; chapter four; Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play; Lauren Langman and Andra ?s Luka ?cs; chapter five 327 $aSneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine 327 $aCoding Culture: Video Game Localization and the Practice of Mediating Cultural DifferenceRebecca Carlson and Jonathan Corliss; part iii; Researching Video Game Play; chapter ten; Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms; Andra ?s Luka ?cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen 327 $aVirtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next LevelAndra ?s Luka ?cs, J. Talmadge Wright, and David G. Embrick; About the Contributors 330 $aUtopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective. 606 $aVideo games$xSocial aspects 606 $aVideo games industry$xSocial aspects 615 0$aVideo games$xSocial aspects. 615 0$aVideo games industry$xSocial aspects. 676 $a794.8 701 $aWright$b J. Talmadge$01843055 701 $aEmbrick$b David G$01843056 701 $aLukacs$b Andras$01843054 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910959019103321 996 $aUtopic dreams and apocalyptic fantasies$94423775 997 $aUNINA