qWe divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fansq--... 4 City ofHeroes, 110 Civilization, 70 class, and masculinity, 5 college students: and game space, 63a82n17; and social relationships, 78; and video game play, ... 64; and embodiment, 118a119; of Internet racism, 95; on World of Warcraft, 23 a40n40; on World of Warcraft online forums, 177a198n16 domestic environment, Wii design and, 124a126 Donkey Kong, 129 Doom, 68 dorms, and game play, anbsp;...
|Title||:||Social Exclusion, Power, and Video Game Play|
|Author||:||David G. Embrick, J. Talmadge Wright, András Lukács|
|Publisher||:||Lexington Books - 2012|