Gaming and Gamers in Times of Pandemic
Editat de Dr. Piotr Siuda, Dr. Jakub Majewski, Professor Krzysztof Chmielewskien Limba Engleză Hardback – 7 feb 2024
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Specificații
ISBN-13: 9798765110232
Pagini: 288
Ilustrații: 36 bw illus
Dimensiuni: 152 x 229 mm
Greutate: 0.56 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States
Pagini: 288
Ilustrații: 36 bw illus
Dimensiuni: 152 x 229 mm
Greutate: 0.56 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States
Caracteristici
Investigates the relationship between the pandemic lockdowns, gaming culture, and mental health
Notă biografică
Piotr Siuda is Associate Professor at the Institute of Social Communication and Media at the Kazimierz Wielki University in Bydgoszcz, Poland. He is a media studies scholar and member of the AoIR, DIGRA, and the Polish Society for Social Communication. His research interests include gamers communities, esports, media sports, and dark web communities.Jakub Majewski is Assistant Professor at Kazimierz Wielki University in Bydgoszcz, Poland. His research interests include role-playing games and cultural heritage, game storytelling techniques, game industry history, among others. He is also a game developer with two decades' worth of experience and a portfolio of about forty diverse games. Krzysztof Chmielewski is Senior Lecturer of Game Design at Kazimierz Wielki University in Bydgoszcz, Poland. He is a LARP researcher, game designer, and a R&D specialist in experiential learning and gaming solutions.
Cuprins
List of FiguresList of Tables Introduction: Gamers and Gaming in the Strangest of Times Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki University in Bydgoszcz, Poland)Part I: During the Pandemic.1. Roblox in Lockdown: Understanding Young People's Digital Social Play in the Pandemic Hugh Davies and Larissa Hjorth (RMIT University, Australia)2. "I've Played More Minecraft with the Kids": Gaming and Family Dynamics in the Early Stage of the COVID-19 Pandemic Mikko Meriläinen (Tampere University, Finland) and Maria Ruotsalainen (University of Jyväskylä, Finland)3. Uses and Appropriations of the Cozy Game Animal Crossing: New Horizons During the Lockdown Gabrielle Trépanier-Jobin, Débora Krischke Leitão (University of Québec, Canada) and Jérémie Pelletier-Gagnon (Université de l'Ontario français, Canada)4. Gaming (the Pandemic) with Vision Impairment: An Autoethnographic Account Lobna Hassan (Lappeenranta University of Technology, Finland)Part II: The Lasting Impact of the Pandemic5. When the Virtual Office Became Reality: Digital Game Development During and After the Lockdown Jakub Majewski (Kazimierz Wielki University in Bydgoszcz, Poland)6. The Influence of COVID-19 on Newspaper Discourses on Video Games in Cross-Cultural Perspective: Between Safe Social Spaces and Video Game Addiction Stefan Brückner (Toyo University, Japan)7. A Review of Studies on Location-based Live Service Games During the COVID-19 Pandemic: Players' Behavior and Reluctance to Return to the Pre-pandemic State Bastian Kordyaka (University of Bremen, Germany), Juho Hamari, and Samuli Laato (Tampere University, Finland)8. Pandemic Gaming and Wholesome Philosophy: How New Players Reimaged Gaming Practices Noel Brett and Sasha Soraine (McMaster University, Canada)Part III: Lessons Learned9. "It Was All Without Emotions, and This Wasn't the Same Anymore": "Replacing" Traditional Sports with Esports During the COVID-19 Pandemic Piotr Siuda (Kazimierz Wielki University in Bydgoszcz, Poland), Michal Jasny (Jozef Pilsudski University of Physical Education in Warsaw, Poland), and Dobroslaw Mankowski (University of Gdansk, Poland)10. Playing as the World Falls Apart: The Use of Video Games During the COVID-19 Crisis: The Case of Italy Arianna Boldi, Maurizio Tirassa, and Amon Rapp (University of Turin, Italy)11. Reflection Inception: Creating a Reflective COVID-19 Game by Reflecting on the Pandemic Adam Jerrett (University of Portsmouth, UK) List of ContributorsIndex
Recenzii
Every aspect of our lives was affected by the COVID-19 pandemic. The widely accepted view is that the digital game industry benefited from the lockdown, whether by measures of sales or attention. This book offers the first collection of studies to rigorously examine games in the age of pandemic and challenge such easy conclusions. It delivers nuanced and informative essays about the ways in which games changed how we lived, played, learned, and socialized during those difficult times.
Gaming and Gamers in Times of Pandemic provides a much-needed view of and record of gamers, gaming, and the industry during the Covid-19 pandemic, and will be immediately useful and of interest to both academics and a wider audience. With the global move away from face-to-face during this time, gaming norms, practices, and assumptions were all challenged, as the scholars in this volume discuss. How gamers responded to these changes and challenges is well-worth understanding.
Gaming and Gamers in Times of Pandemic provides a much-needed view of and record of gamers, gaming, and the industry during the Covid-19 pandemic, and will be immediately useful and of interest to both academics and a wider audience. With the global move away from face-to-face during this time, gaming norms, practices, and assumptions were all challenged, as the scholars in this volume discuss. How gamers responded to these changes and challenges is well-worth understanding.