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Computer Games as a Sociocultural Phenomenon

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Cover of 'Computer Games as a Sociocultural Phenomenon'

Table of Contents

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    Book Overview
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    Chapter 1 The Aesthetic Vocabulary of Video Games
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    Chapter 2 Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games
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    Chapter 3 Emotional Design of Computer Games and Fiction Films
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    Chapter 4 ‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design
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    Chapter 5 There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces
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    Chapter 6 Another Bricolage in the Wall: Deleuze and Teenage Alienation
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    Chapter 7 Programming Violence: Language and the Making of Interactive Media
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    Chapter 8 Impotence and Agency: Computer Games as a Post-9/11 Battlefield
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    Chapter 9 S(t)imulating War: From Early Films to Military Games
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    Chapter 10 Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readership
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    Chapter 11 ‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Games
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    Chapter 12 Beyond Good and Evil: The Inhuman Ethics of Redemption and Bloodlines
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    Chapter 13 Preconscious Apocalypse: The Failure of Capitalism in Computer Games
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    Chapter 14 Borders and Bodies in City of Heroes: (Re)imaging American Identity Post 9/11
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    Chapter 15 Anti-PC Games: Exploring Articulations of the Politically Incorrect in GTA San Andreas
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    Chapter 16 Strip — Shift — Impose — Recycle — Overload — Spill — Breakout — Abuse. Artists’ (Mis-)Appropriations of Shooter Games
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    Chapter 17 Presence-Play: The Hauntology of the Computer Game
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    Chapter 18 Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asianness’
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    Chapter 19 Teenage Girls ‘Play House’: The Cyber-drama of The Sims
Overall attention for this book and its chapters
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Citations

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Title
Computer Games as a Sociocultural Phenomenon
Published by
Palgrave Macmillan, London, January 2008
DOI 10.1057/9780230583306
ISBNs
978-1-349-36093-2, 978-0-230-58330-6
Editors

Andreas Jahn-Sudmann, Ralf Stockmann

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 81 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 4 5%
Kenya 1 1%
Australia 1 1%
United Kingdom 1 1%
France 1 1%
Russia 1 1%
Canada 1 1%
Greece 1 1%
Spain 1 1%
Other 0 0%
Unknown 69 85%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 14 17%
Researcher 11 14%
Student > Master 10 12%
Lecturer 9 11%
Professor > Associate Professor 7 9%
Other 20 25%
Unknown 10 12%
Readers by discipline Count As %
Social Sciences 33 41%
Arts and Humanities 9 11%
Psychology 7 9%
Design 6 7%
Philosophy 5 6%
Other 9 11%
Unknown 12 15%