{"text_format":"2","workbook":"xls","n_sheets":1,"sheets":["report2"],"not_rendered":{"charts":0,"images":0,"macros":0,"external_links":1,"defined_names":1,"comments":0,"pivot_tables":0},"unopened":[],"bounds":{"document_bytes":16777216,"sheet_cells":100000,"run_cost":"one","rows_first":2000,"rows_last":500,"rows_between":2000,"halvings":0,"cell_chars":16384,"cell_head_chars":4096},"cells_cut":0,"cells_raw":0,"read":"whole","date_system":"1900","formulas":"cached_only"}

{"sheet":"report2","index":0,"n_rows":23,"n_cols":5,"rows_kept":23,"cut":false,"hidden":false,"merged":[[0,2,0,3],[0,4,0,5],[1,2,1,3],[1,4,1,5],[2,2,2,3],[3,2,3,3],[7,2,7,3],[8,2,8,3],[9,2,9,3],[10,2,10,3],[12,2,12,3],[13,2,13,3],[17,2,17,3]],"flags":["formulas_cached_only"]}
[null,"1.","Record Nr.",null,"UNINA9910959019103321"]
[null,null,"Titolo",null,"Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play / / edited by J. Talmadge Wright, David G. Embrick, and Andras Lukacs"]
[null,null,"Pubbl/distr/stampa",null,"Lanham, Md., : Rowman & Littlefield Publishers, c2010"]
[null,null,"ISBN",null,"979-82-16-30523-1"]
[{"$nulls":4},"1-282-92187-8"]
[{"$nulls":4},"9786612921872"]
[{"$nulls":4},"0-7391-4702-1"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (424 p.)"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Video games - Social aspects"]
[{"$nulls":4},"Video games industry - 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,"Acknowledgments; 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"]
[{"$nulls":4},"Sneaking Mission: Late Imperial America and Metal Gear SolidDerek Noon and Nick Dyer-Witheford; chapter six; I Blog, Therefore I Am: Virtual Embodiment and the Self; Alanna R. Miller; part ii; Marketing Culture and the Video Game Business; chapter seven; Marketing Computer Games: Reinforcing or Changing Stereotypes?; Paul R. Ketchum and B. Mitchell Peck; chapter eight; Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan; William H. Kelly; chapter nine"]
[{"$nulls":4},"Coding 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; "]
[{"$nulls":4},"Andra ́s Luka ́cs; chapter eleven; The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game; Nicolas Ducheneaut; chapter twelve; The Quantitative-Qualitative Antinomy in Virtual World Studies; Samuel Coavoux; part iv; Summary and Conclusions; chapter thirteen"]
[{"$nulls":4},"Virtual 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"]
[null,null,null,"Sommario/riassunto","Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective."]