Gaming as culture : essays on reality, identity and experience in fantasy games / edited by J. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler. - viii, 224 pages ; 23 cm

Includes bibliographical references and index.

Introduction : fantasy games, gaming cultures, and social life / The role-playing game and the game of role-playing : the Ludic self and everyday life / Incorporative discourse strategies in tabletop fantasy role-playing gaming / Social events and roles in magic : a semiotic analysis / Consumption and authenticity in the collectible strategy games subculture / Desktop conquistadors : negotiating American manhood in the digital fantasy role-playing game / Playing with identity : unconscious desire and role-playing games / The business and the culture of gaming / Online gaming and the interactional self : identity interplay in situated practice / Invoking the avatar : gaming skills as cultural and out-of-game capital / Vicarious experience : staying there connected with and through our own and other characters / J. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler -- Dennis D. Waskul -- Sean Q. Hendricks -- Csilla Weninger -- J. Patrick Williams -- Kevin Schut -- Michelle Nephew -- W. Keith Winkler -- Florence Chee, Marcelo Vieta and Richard Smith -- Heather L. Mello -- Tim Marsh. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

"This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society"--Provided by publisher.

0786424362 9780786424368

2006001521


Fantasy games--Social aspects
Role playing--Social aspects
Leisure--Social aspects
Popular culture

GV1469.6 / .G36 2006

793.93