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Author(s): Garry Crawford
Publisher: Routledge, Year: 2012
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that most research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of video gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the gaming practice. Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place
within contemporary life. It is fair to say, however, that most research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology.
In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of video gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the gaming practice.