Hans Krah, Martin Hennig
This volume examines the cultural meanings and functions of digital games and gaming practices. The contributions explore how cultures engage with themselves in the context of digital games and how these meanings are negotiated and appropriated by cultural actors.
Firstly, it discusses to what extent digital games can be seen as expressions of the specific cultural identity of their production cultures. To what extent can we speak of typically American or Japanese games? Secondly, it delves into the media-specific contribution of digital games to cultural discourse. How do their depictions of illnesses or urban spaces, for example, differ from other media? Thirdly, the focus lies on the discourses of gaming culture. The volume investigates literary, cinematic, and journalistic perspectives on (digital) games. Fourthly, using current and historical examples, it analyzes the changing position of digital games and gaming subcultures (such as the retro or indie market) within the media system. How does this cultural position undergo transformations and what discourse patterns remain constant? Overall, the book comprehensively illuminates the role of digital games in the context of cultural constructions of reality.
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
German | Hardcover | 9783864881619 | 2020 | 400 |
OTHER NAMES
Spielzeichen III: Kulturen im Computerspiel / Kulturen des Computerspiels
TAGS
Authors: #HansKrah #MartinHennig
Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)
Languages: #German
Format: #Hardcover
Accessibility: N/A
Year: #Year2020
Genres: #GameStudies
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Misc:
#VWHGameStudies (VWH Game Studies)
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