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[null,"1.","Record Nr.",null,"UNINA9910779043503321"]
[null,null,"Titolo",null,"Social exclusion, power and video game play [[electronic resource] ] : new research in digital media and technology / / edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs"]
[null,null,"Pubbl/distr/stampa",null,"Lanham, MD, : Lexington Books, 2012"]
[null,null,"ISBN",null,"1-280-66632-3"]
[{"$nulls":4},"9786613643254"]
[{"$nulls":4},"0-7391-3862-6"]
[null,null,"Descrizione fisica",null,"1 online resource (284 p.)"]
[null,null,"Classificazione",null,"SOC022000GAM010000GAM013000SOC052000TEC052000TEC041000"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Video games - Social aspects"]
[{"$nulls":4},"Fantasy games - Social aspects"]
[{"$nulls":4},"Role playing - Social aspects"]
[{"$nulls":4},"Leisure - Social aspects"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Contents; Acknowledgments; Introduction; Part I: Social-Psychological Implications of Virtual Play; 1 Marking the Territory; 2 Discursive Engagements in World of Warcraft; 3 The Intermediate Ego; 4 Producing Place and Play in Virtual Game Spaces; Part II: Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play; 5 Racism in Video Gaming; 6 Worlds of Whiteness; 7 Gendered Pleasures; 8 Sincere Fictions of Whiteness in Virtual Worlds; 9 The Goddess Paradox; Part III: Game Fans Speak Out; 10 World of Warcraft and \"the World of Science\"; 11 Cosmo-Play; 12 Beyond the Virtual Realm"]
[{"$nulls":4},"ConclusionIndex"]
[null,null,null,"Sommario/riassunto","This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms."]