A World of Excesses

Author: Faltin Karlsen
Publisher: Routledge
ISBN: 1317186214
Format: PDF, ePub
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This book explores gaming culture, focusing on competent players and excessive use. Addressing the contested question of whether addiction is possible in relation to computer games - specifically online gaming - A World of Excesses demonstrates that excessive playing does not necessarily have detrimental effects, and that there are important contextual elements that influence what consequences playing has for the players. Based on new empirical studies, including in-depth interviews and virtual ethnography, and drawing on material from international game related sites, this book examines the reasons for which gaming can occupy such a central place in people's lives, to the point of excess. As such, it will be of interest to sociologists and psychologists working in the fields of cultural and media studies, the sociology of leisure, information technology and addiction.

Video Games Your Kids

Author: Hilarie Cash
Publisher:
ISBN:
Format: PDF, ePub, Mobi
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Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors' clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the affects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there is a problem, the authors provide parents with tools that will help the them successfully set appropriate limits for their children.

The Dark Side of Game Play

Author: Torill Elvira Mortensen
Publisher: Routledge
ISBN: 131757446X
Format: PDF, ePub, Docs
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Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

Game Love

Author: Jessica Enevold
Publisher: McFarland
ISBN: 0786496932
Format: PDF, ePub, Docs
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"For those interested in further pursuing the relationship between meaning and games, Game Love is recommended reading"--Sport in American History. What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Video Gamers

Author: Garry Crawford
Publisher: Routledge
ISBN: 1135178860
Format: PDF, ePub, Mobi
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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 engaged with and experienced 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 gaming practices.

Synthetic Worlds

Author: Edward Castronova
Publisher: University of Chicago Press
ISBN: 0226096319
Format: PDF, ePub, Mobi
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From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

Eating to Excess The Meaning of Gluttony and the Fat Body in the Ancient World

Author: Susan E. Hill
Publisher: ABC-CLIO
ISBN: 0313385076
Format: PDF, Mobi
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This provocative book explores how ancient notions about the fat body and the glutton in western culture both challenge and confirm ideas about what it means to be overweight and gluttonous today. • Contains various illustrations such as photographs of figures and statues from archeological sties and a depiction of a biblical scene of sacrifice • Provides a bibliography of primary and secondary sources after each chapter • Includes a comprehensive index of important topics

Temptation

Author: Daniel Akst
Publisher: Penguin
ISBN: 1101559306
Format: PDF, ePub, Docs
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" This elegantly written and useful book . . . describes how, for millennia, human beings have struggled to rein in desire." -USA Today At a time when the fallout from reckless spending and unrestrained consumption is fueling a national malaise, Daniel Akst delivers a witty and comprehensive investigation of the central problem of our time: how to save ourselves from what we want. Temptation reminds us that while more calories, sex, and intoxicants are readily available than ever before, crucial social constraints have eroded, creating a world that sorely tests the limits of human willpower. Referencing history, literature, psychology, philosophy, and economics, Akst draws a vivid picture of the many-sided problem of desire-and delivers a blueprint for how we can steer shrewdly away from a campaign of self-destruction.

International Encyclopedia of Digital Communication and Society 3 Volume Set

Author: Dixons Chair in New Media and the Internet Interdepartmental Programme in Media and Communications Robin Mansell
Publisher: John Wiley & Sons
ISBN: 1118290747
Format: PDF, Docs
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"The International Encyclopedia of Digital Communication and Society" offers critical assessments of theoretical and applied research on digitally-mediated communication, a central area of study in the 21st century. - Examines topics with unprecedented breadth and depth, with the aim of bringing together international and interdisciplinary perspectives - Organized in an accessible A-Z format with over 150 entries on key topics ranging from 2,000 to 10,000 words - Addresses a full range of topics including digitally-mediated social media, commercial applications and online gaming, to law and policy analysis and information and communication technologies for development - Published with a regularly updated online edition which will ensure readers are kept abreast of the latest developments in research- Part of "The Wiley Blackwell-ICA International Encyclopedias of Communication" series, published in conjunction with the "International Communication Association"

Death by Video Game

Author: Simon Parkin
Publisher: Melville House
ISBN: 1612195415
Format: PDF, ePub, Docs
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"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers—which, in fact, he is." —Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet café while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind—except for when it’s not. From the Hardcover edition.