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Social gaming and discursive play: V...
~
van Dreunen, Joost Xander Mattijs.
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Social gaming and discursive play: Video games as communicative exchange.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Social gaming and discursive play: Video games as communicative exchange./
Author:
van Dreunen, Joost Xander Mattijs.
Description:
242 p.
Notes:
Source: Dissertation Abstracts International, Volume: 71-09, Section: A, page: 3090.
Contained By:
Dissertation Abstracts International71-09A.
Subject:
Multimedia Communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3420722
ISBN:
9781124174358
Social gaming and discursive play: Video games as communicative exchange.
van Dreunen, Joost Xander Mattijs.
Social gaming and discursive play: Video games as communicative exchange.
- 242 p.
Source: Dissertation Abstracts International, Volume: 71-09, Section: A, page: 3090.
Thesis (Ph.D.)--Columbia University, 2010.
This dissertation shows that video games are a highly social phenomenon, and playing is a form of expression. Traditionally, however, the study of the phenomenon has focused primarily on its socially detrimental 'effects.' I argue that this is the result of applying a linear, informational model of communication in studying video games. In its place I offer a contextual approach, and situate contemporary video games in a larger set of media practices.
ISBN: 9781124174358Subjects--Topical Terms:
1057801
Multimedia Communications.
Social gaming and discursive play: Video games as communicative exchange.
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van Dreunen, Joost Xander Mattijs.
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242 p.
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Source: Dissertation Abstracts International, Volume: 71-09, Section: A, page: 3090.
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Adviser: Todd Gitlin.
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Thesis (Ph.D.)--Columbia University, 2010.
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This dissertation shows that video games are a highly social phenomenon, and playing is a form of expression. Traditionally, however, the study of the phenomenon has focused primarily on its socially detrimental 'effects.' I argue that this is the result of applying a linear, informational model of communication in studying video games. In its place I offer a contextual approach, and situate contemporary video games in a larger set of media practices.
520
$a
Conventional wisdom on video games makes the following two assumptions. The first is that play, leisure and games are frivolous activities that exist as separate realms from everyday life. The second is that games "cannot express ideas, impressions, feelings, or information unrelated to the game itself" (Limbaugh 2002) Combined, these assumptions treat video games as a suspicious activity that encourages a-social behavior---a loss of social capital if not outright violence. The current study challenges this traditional approach by assessing that contemporary game play serves as an important site for social intercourse, because it facilitates interpretative, collaborative and experimental practices (e.g. modding) within a larger media environment.
520
$a
After setting up a theoretical framework built on contemporary media practices, the military roots of video games, and an assessment of their visual components, I present three pieces of original research. First, I offer an in-depth 'reading' of a video game called Command & Conquer: Generals, followed by a study of message board discussions related to the game, and finally a content analysis of user-created mods. Ultimately I conclude that playing video games is a highly social activity and exists as a vital element of contemporary media experience.
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School code: 0054.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3420722
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