Navigation

Populærkultur

Video Games and American Culture

How Ideology Influences Virtual Worlds

Udgivet af Bloomsbury Publishing Plc

Bogdetaljer

  • Indbundet
  • 162 sider
  • Engelsk
ISBN 9781793601308
Om denne bog

Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. Whi…

Se alle bogdetaljer →
Prissammenligning

Ingen boghandelspriser listet endnu

Denne titel er i vores bogkatalog. Butikstilbud vises her, når de er tilgængelige.

Betroet sælger:

Ingen boghandelstilbud lige nu.

Søg efter ISBN
Opdateret i dag

Boghandelspriser

Boghandel Titel Format ISBN Pris Lagerstatus Levering

Ingen boghandelstilbud endnu

Vi har titlen i kataloget. Priser vises her, når boghandlere lister den.

0.0
0 anmeldelser
5
0
4
0
3
0
2
0
1
0
0%
Anbefaler
0
Verificeret
Alle anmeldelser (0)

Ingen anmeldelser endnu

Skriv en anmeldelse

Valgfri - Kun brugt til verifikation
0 / 5000 tegn
Bogdetaljer
Forfatter Aaron A. Toscano
Forlag Bloomsbury Publishing Plc
Kategori Populærkultur
ISBN-13 9781793601308
EAN 9781793601308
Format Indbundet
Sprog Engelsk
sider 162
Undertitel - How Ideology Influences Virtual Worlds
Produktbeskrivelse
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.

Prishistorik

Indlæser prishistorik...

Få prisalarm

Bliv underrettet, når prisen falder til dit ønskede beløb.