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  1. Modes of Esports Engagement in Overwatch
    Contributor: Ruotsalainen, Maria (Publisher); Törhönen, Maria (Publisher); Karhulahti, Veli-Matti (Publisher)
    Published: 2022
    Publisher:  Springer Nature, Cham

    This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of... more

     

    This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon’s cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.

     

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    Source: OAPEN
    Contributor: Ruotsalainen, Maria (Publisher); Törhönen, Maria (Publisher); Karhulahti, Veli-Matti (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-3-030-82767-0; 9783030827670
    Other identifier:
    Subjects: Popular culture; Media studies
    Other subjects: Game culture; Game studies; Overwatch; Game development; Digital culture; Digital media; esports; Open Access
    Scope: 1 electronic resource (229 p.)
  2. Delicious Pixels
    Food in Video Games
    Published: 2022
    Publisher:  De Gruyter, Berlin/München/Boston

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110716689; 3110716682
    RVK Categories: AP 15963
    Edition: 1. Auflage
    Series: Video Games and the Humanities ; 6
    Other subjects: Kritische Lebensmittelstudien; Ästhetik; Feminismus; Videospiele; critical food studies; game studies; feminism; aesthetics; Critical food studies; Game studies; Feminism; Aesthetics
    Scope: Online-Ressource (196 Seiten), Illustrationen
  3. Delicious Pixels
    Food in Video Games
  4. Gaming Sexism
    gender and identity in the era of casual video games
    Published: [2020]; © 2020
    Publisher:  New York University Press, New York, NY

    Interviews with female gamers about structural sexism across the gaming landscapeWhen the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male... more

    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Passau
    Unlimited inter-library loan, copies and loan

     

    Interviews with female gamers about structural sexism across the gaming landscapeWhen the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced.In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and "core" alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology

     

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  5. Delicious Pixels
    Food in Video Games
    Published: 2022
    Publisher:  De Gruyter Oldenbourg, Berlin/München/Boston

  6. Gaming Sexism
    gender and identity in the era of casual video games
    Published: [2020]; © 2020
    Publisher:  New York University Press, New York, NY

    Interviews with female gamers about structural sexism across the gaming landscapeWhen the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male... more

    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    Interviews with female gamers about structural sexism across the gaming landscapeWhen the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced.In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and "core" alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology

     

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  7. Science MashUp: Green Games
    Leipziger Beiträge zur Computerspielekultur
    Published: 2023
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden

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    Source: Union catalogues
    Contributor: Hooffacker, Gabriele (Herausgeber); Bigl, Benjamin (Herausgeber)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658405090
    Other identifier:
    9783658405090
    Edition: 1. Auflage 2023
    Subjects: Computerspiel; Nachhaltigkeit; Spiel
    Other subjects: (Produktform)Electronic book text; (BISAC Subject Heading)SOC022000; (BISAC Subject Heading)JFCA; (BISAC Subject Heading)SOC052000; (BISAC Subject Heading)BUS070000; (BISAC Subject Heading)POL044000; (BISAC Subject Heading)SOC026000; (BIC subject category)JFD; (BIC subject category)KN; (BIC subject category)JPQB; (BIC subject category)JHB; Ecotopia; Game studies; Green Games; Pong; Green Washing; ECO; (Springer Nature Marketing Classification)B; (Springer Nature Subject Code)SC411170: Popular Culture; (Springer Nature Subject Code)SC412010: Media and Communication; (Springer Nature Subject Code)SC527000: Industries; (Springer Nature Subject Code)SC412000: Media Studies; (Springer Nature Subject Code)SCX33040: Environmental Policy; (Springer Nature Subject Code)SCX22000: Sociology, general; (Springer Nature Taxonomy)5457: Games Studies; (Springer Nature Taxonomy)5395: Entertainment Industry; (Springer Nature Taxonomy)3193: Popular Culture; (Springer Nature Taxonomy)5213: Media and Communication Theory; (Springer Nature Taxonomy)3536: Environmental Social Sciences; (Springer Nature Subject Collection)SUCO41173: Literature, Cultural and Media Studies
    Scope: Online-Ressource
  8. Delicious pixels
    food in video games
    Published: [2022]
    Publisher:  De Gruyter Oldenbourg, Berlin