Fr. 156.00

Gaming and Gamers in Times of Pandemic

English · Hardback

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Zusatztext Gaming and Gamers in Times of Pandemic provides a much-needed view of and record of gamers, gaming, and the industry during the Covid-19 pandemic, and will be immediately useful and of interest to both academics and a wider audience. With the global move away from face-to-face during this time, gaming norms, practices, and assumptions were all challenged, as the scholars in this volume discuss. How gamers responded to these changes and challenges is well-worth understanding. Informationen zum Autor Piotr Siuda is Associate Professor at the Faculty of Cultural Studies at the Kazimierz Wielki University in Bydgoszcz, Poland. He is a media studies scholar and member of the AoIR, DIGRA, and the Polish Society for Social Communication. His research interests include gamers communities, esports, media sports, and dark web communities. Jakub Majewski is Assistant Professor at Kazimierz Wielki University in Bydgoszcz, Poland. His research interests include role-playing games and cultural heritage, game storytelling techniques, game industry history, among others. He is also a game developer with two decades' worth of experience and a portfolio of about forty diverse games. Krzysztof Chmielewski is Senior Lecturer of Game Design at Kazimierz Wielki University in Bydgoszcz, Poland. He is a LARP researcher, game designer, and a R&D specialist in experiential learning and gaming solutions. Klappentext This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct - illness, and sometimes death. Some effects are temporary, others are here to stay. Vorwort S urveys multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games Zusammenfassung This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay. Inhaltsverzeichnis List of Figures List of Tables Introduction: Gamers and Gaming in the Strangest of Times Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski (Kazimierz Wielki University in Bydgoszcz, Poland) Part I: During the Pandemic. 1. Roblox in Lockdown: Understanding Young People's Digital Social Play in the Pandemic Hugh Davies a...

Product details

Authors Krzysz Chmielewski, Jakub Majewski, Piotr Siuda
Assisted by Krzysztof Chmielewski (Editor), Jakub Majewski (Editor), Piotr Siuda (Editor)
Publisher Bloomsbury Academic
 
Languages English
Product format Hardback
Released 08.02.2024
 
EAN 9798765110232
ISBN 9798765110232
No. of pages 288
Dimensions 152 mm x 232 mm x 22 mm
Subjects Natural sciences, medicine, IT, technology > IT, data processing > IT

Media Studies, SOCIAL SCIENCE / Media Studies, COMPUTERS / Programming / Games, PSYCHOLOGY / Mental Health, Technology: general issues, Media studies: internet, digital media and society, Impact of science and technology on society, Virtual worlds

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