000 03257cam a22004574i 4500
005 20221101191828.0
008 060117s2006 ncu b 001 0 eng d
010 _a 2006001521
011 _aBIB MATCHES WORLDCAT
020 _a0786424362
_qsoftcover (alk. paper)
020 _a9780786424368
_qsoftcover (alk. paper)
035 _a(ATU)b11167725
035 _a(OCoLC)63122794
035 _a(DLC) 2006001521
040 _aDLC
_beng
_erda
_dATU
042 _apcc
_alcac
050 0 0 _aGV1469.6
_b.G36 2006
082 0 0 _a793.93
_222
245 0 0 _aGaming as culture :
_bessays on reality, identity and experience in fantasy games /
_cedited by J. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler.
264 1 _aJefferson, N.C. :
_bMcFarland & Co.,
_c[2006]
264 4 _c©2006
300 _aviii, 224 pages ;
_c23 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 0 _tIntroduction : fantasy games, gaming cultures, and social life /
_rJ. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler --
_g1.
_tThe role-playing game and the game of role-playing : the Ludic self and everyday life /
_rDennis D. Waskul --
_g2.
_tIncorporative discourse strategies in tabletop fantasy role-playing gaming /
_rSean Q. Hendricks --
_g3.
_tSocial events and roles in magic : a semiotic analysis /
_rCsilla Weninger --
_g4.
_tConsumption and authenticity in the collectible strategy games subculture /
_rJ. Patrick Williams --
_g5.
_tDesktop conquistadors : negotiating American manhood in the digital fantasy role-playing game /
_rKevin Schut --
_g6.
_tPlaying with identity : unconscious desire and role-playing games /
_rMichelle Nephew --
_g7.
_tThe business and the culture of gaming /
_rW. Keith Winkler --
_g8.
_tOnline gaming and the interactional self : identity interplay in situated practice /
_rFlorence Chee, Marcelo Vieta and Richard Smith --
_g9.
_tInvoking the avatar : gaming skills as cultural and out-of-game capital /
_rHeather L. Mello --
_g10.
_tVicarious experience : staying there connected with and through our own and other characters /
_rTim Marsh.
520 _a"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.
588 _aMachine converted from AACR2 source record.
650 0 _aFantasy games
_xSocial aspects
_9634267
650 0 _aRole playing
_xSocial aspects
_9634273
650 0 _aLeisure
_xSocial aspects
_9375072
650 0 _aPopular culture
_9322576
700 1 _aWilliams, J. Patrick,
_d1970-
_eeditor.
_9430838
700 1 _aHendricks, Sean Q.,
_eeditor.
_91060274
700 1 _aWinkler, W. Keith,
_eeditor.
_91060275
907 _a.b11167725
_b20-04-21
_c27-10-15
942 _cB
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