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Titlebook: Representations of Poverty in Videogames; Adam Crowley Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive license

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發(fā)表于 2025-3-21 18:41:23 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Representations of Poverty in Videogames
編輯Adam Crowley
視頻videohttp://file.papertrans.cn/828/827492/827492.mp4
概述Looks at representations of the poor and impoverished in videogames.Contributes to an established and expanding field concerned with identity in gaming cultures.Considers how the academic area of inqu
圖書封面Titlebook: Representations of Poverty in Videogames;  Adam Crowley Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive license
描述.This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States.?The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like?.The Elder Scrolls V: Skyrim.?and?.World of Warcraft.?thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations..
出版日期Book 2022
關(guān)鍵詞Game culture; Identity in games; Poverty in gaming; World of Warcraft; Overwatch; Hearthstone; Diablo; Star
版次1
doihttps://doi.org/10.1007/978-3-031-00144-4
isbn_softcover978-3-031-00146-8
isbn_ebook978-3-031-00144-4
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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沙發(fā)
發(fā)表于 2025-3-21 23:44:17 | 只看該作者
Introduction,tion paid to discipline-specific rhetorical practices for addressing both poverty and economics. The chapter associates such scholarship with the transmedia concept of slumming for the purpose of framing videogame representations of poverty with a specific tradition. The chapter then analyzes a titl
板凳
發(fā)表于 2025-3-22 01:37:45 | 只看該作者
Relative Poverty and Slumming Simulations, general term “poverty” can be specified so that it is productive for considering complicated, in-game social systems. The term “relative poverty” is then defined and deployed for considerations of select ethical and behavioral concerns associated with Activision Blizzard’s corporate holdings: for e
地板
發(fā)表于 2025-3-22 04:37:34 | 只看該作者
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發(fā)表于 2025-3-22 10:43:56 | 只看該作者
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發(fā)表于 2025-3-22 14:54:43 | 只看該作者
Human Subjects and Digital Poverty, To pursue this and related questions, the chapter considers scholarship on the rise of digital media and relationships such media have with postmodern commentaries on capitalist systems. The chapter offers the history of the Avant-Pop literary movement, which has a special interest in the videogame
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發(fā)表于 2025-3-22 18:19:17 | 只看該作者
Conclusion, Shelly Rubin’s characterization of “gentility” as it might be related to middle-class populations in the United States. This work leads to a tracing out and aligning of select storytelling values relevant to the realization of impoverished and affluent communities in a storytelling tradition with r
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發(fā)表于 2025-3-22 21:16:47 | 只看該作者
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發(fā)表于 2025-3-23 01:42:49 | 只看該作者
Human Subjects and Digital Poverty,ic status and the kinds of economic systems that are represented in videogames. This work takes a special interest in Alexander Galloway’s concept of “congruence” and his associated notions of “social realism.”
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發(fā)表于 2025-3-23 08:21:19 | 只看該作者
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