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Language: en
Pages: 217
Pages: 217
Type: BOOK - Published: 2020-02-07 - Publisher: McFarland
The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and
Language: en
Pages: 209
Pages: 209
Type: BOOK - Published: 2010-05-10 - Publisher: Springer
The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new le
Language: en
Pages: 275
Pages: 275
Type: BOOK - Published: 2023-02-28 - Publisher: Taylor & Francis
Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how
Language: en
Pages: 239
Pages: 239
Type: BOOK - Published: 2014-07-17 - Publisher: Routledge
The "Serious Leisure Perspective" (SLP) is a theoretical framework that can help us understand the complexities of modern leisure as both an activity and an exp
Language: en
Pages: 289
Pages: 289
Type: BOOK - Published: 2022-08-11 - Publisher: Bloomsbury Publishing
Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of cla