Titre : | Multiplayer - The Social Aspects of Digital Gaming | Type de document : | texte imprimé | Auteurs : | Thorsten Quandt, Editeur scientifique ; Sonja Kröger, Editeur scientifique | Editeur : | Abingdon - Oxon [England] : Routledge | Année de publication : | 2014 | Collection : | Routledge Studies in European Communication Research and Education | Importance : | 252 p. | ISBN/ISSN/EAN : | 978-0-415-82885-7 | Prix : | 97,-€ | Langues : | Anglais | Catégories : | MEDIAS:AUDIOVISUEL:NUMERIQUE:Contenu
| Tags : | internet jeu vidéo aspect socio-culturel aspect économique communication addiction contenu violence genre | Index. décimale : | 796.1 jeu | Résumé : | Présentation de l'éditeur :
"In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.
With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.
Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.
The book is divided into five sections that explore the following areas:
Social Aspects of Digital Gaming
Social Interactions in Virtual Worlds
Online Gaming
Co-located and Console Gaming
Risks and Challenges of Social Gaming
This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication."
Source : http://www.routledge.com (Consulté le 03/04/2014) | Note de contenu : | Principaux chapitres :
Section I: Social Aspects of Digital Gaming
Section II: Social Interaction in Virtual Worlds
Section III: Online Gaming
Section IV: Co-located and Console Gaming
Section V: Risks and Challenges of Social Gaming | En ligne : | http://www.routledge.com/books/details/9780415828864/ |
Multiplayer - The Social Aspects of Digital Gaming [texte imprimé] / Thorsten Quandt, Editeur scientifique ; Sonja Kröger, Editeur scientifique . - Abingdon - Oxon (2 Park Square, Milton Park, OX144RN, England) : Routledge, 2014 . - 252 p.. - ( Routledge Studies in European Communication Research and Education) . ISBN : 978-0-415-82885-7 : 97,-€ Langues : Anglais Catégories : | MEDIAS:AUDIOVISUEL:NUMERIQUE:Contenu
| Tags : | internet jeu vidéo aspect socio-culturel aspect économique communication addiction contenu violence genre | Index. décimale : | 796.1 jeu | Résumé : | Présentation de l'éditeur :
"In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.
With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.
Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.
The book is divided into five sections that explore the following areas:
Social Aspects of Digital Gaming
Social Interactions in Virtual Worlds
Online Gaming
Co-located and Console Gaming
Risks and Challenges of Social Gaming
This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication."
Source : http://www.routledge.com (Consulté le 03/04/2014) | Note de contenu : | Principaux chapitres :
Section I: Social Aspects of Digital Gaming
Section II: Social Interaction in Virtual Worlds
Section III: Online Gaming
Section IV: Co-located and Console Gaming
Section V: Risks and Challenges of Social Gaming | En ligne : | http://www.routledge.com/books/details/9780415828864/ |
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