Transgression in games and play / edited by Kristine Jorgensen and Faltin Karlsen.
Material type: TextPublisher: Cambridge : The MIT Press, 2019Description: 328 pages : illustrations (black and white) ; 23 cmContent type: text | still image Media type: unmediated Carrier type: volumeISBN: 9780262038652 (hbk.) :Subject(s): Video games -- Social aspects | Video games -- Moral and ethical aspects | Video games -- Design | Transgression (Ethics) | Hobbies and Games | Hobbies and GamesDDC classification: 794.8 Summary: Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies.Item type | Current library | Home library | Shelving location | Class number | Status | Date due | Barcode | Item reservations | |
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Book | Paul Hamlyn Library | Paul Hamlyn Library | Floor 3 | 794.8 TRA (Browse shelf(Opens below)) | Available | 06736343 |
Includes bibliographical references and index.
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies.
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