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Purchase Benefits
List of Tables | p. ix |
Acknowledgements | p. xi |
Introduction | p. 1 |
Modern Play and Technology-Defining Digital Play | |
Play and Cultural Transformation-Or, What Would Huizinga Think of Video Games? | p. 15 |
"Is He 'Avin a Laugh?": The Importance of Fun to Virtual Play Studies | p. 43 |
Capitalism, Contradiction, and the Carnivalesque: Alienated Labor vs. Ludic Play | p. 59 |
Sneaking Mission: Late Imperial America and Metal Gear Solid | p. 73 |
I Blog, Therefore I Am: Virtual Embodiment and the Self | p. 97 |
Marketing Culture and the Video Game Business | |
Marketing Computer Games: Reinforcing or Changing Stereotypes? | p. 125 |
Censoring Violence in Virtual Dystopia: Issues in the Rating of Video Games in Japan and of Japanese Video Games Outside Japan | p. 143 |
Coding Culture: Video Game Localization and the Practice of Mediating Cultural Difference | p. 161 |
Researching Video Game Play | |
Beyond "Sheeping the Moon"-Methodological Considerations for Critical Studies of Virtual Realms | p. 187 |
The Chorus of the Dead: Roles, Identity Formation, and Ritual Processes Inside an FPS Multiplayer Online Game | p. 199 |
The Quantitative-Qualitative Antimony in Virtual World Studies | p. 223 |
Summary and Conclusions | |
Virtual Today, Reality Tomorrow: Taking Our Sociological Understanding of Virtual Gameplay to the Next Level | p. 247 |
Index | p. 255 |
About the Contributors | p. 271 |
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