TY - BOOK AU - Williams,J.Patrick AU - Hendricks,Sean Q. AU - Winkler,W.Keith TI - Gaming as culture: essays on reality, identity and experience in fantasy games SN - 0786424362 AV - GV1469.6 .G36 2006 U1 - 793.93 22 PY - 2006///] CY - Jefferson, N.C. PB - McFarland & Co. KW - Fantasy games KW - Social aspects KW - Role playing KW - Leisure KW - Popular culture N1 - Includes bibliographical references and index; Introduction : fantasy games, gaming cultures, and social life; J. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler --; 1; The role-playing game and the game of role-playing : the Ludic self and everyday life; Dennis D. Waskul --; 2; Incorporative discourse strategies in tabletop fantasy role-playing gaming; Sean Q. Hendricks --; 3; Social events and roles in magic : a semiotic analysis; Csilla Weninger --; 4; Consumption and authenticity in the collectible strategy games subculture; J. Patrick Williams --; 5; Desktop conquistadors : negotiating American manhood in the digital fantasy role-playing game; Kevin Schut --; 6; Playing with identity : unconscious desire and role-playing games; Michelle Nephew --; 7; The business and the culture of gaming; W. Keith Winkler --; 8; Online gaming and the interactional self : identity interplay in situated practice; Florence Chee, Marcelo Vieta and Richard Smith --; 9; Invoking the avatar : gaming skills as cultural and out-of-game capital; Heather L. Mello --; 10; Vicarious experience : staying there connected with and through our own and other characters; Tim Marsh N2 - "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 ER -