This volume critically analyses the multiple lives of the ‘gamer’ in India. It explores the ‘everyday’ of the gaming life from the player's perspective, to not just understand how the games are consumed but also analyses how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume, Situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; Critically questions the term ‘gamer’, and the many debates surrounding the gamer tag, to expand on how the gaming identity is constructed and expressed; Details participants’ gaming habits, practices and contexts from a cultural perspective and analyses the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming-spaces; Examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study, covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies, science and technology studies, as well as be of great appeal to the general reader.
Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting ...
Development, Culture(s) and Representations Souvik Mukherjee ... Gaming Cultures in India: Prior Case Studies Despite the neglect, by and large, of the Subcontinent in global Games Studies, there has been prior research on India in ...
This problem often places the postcolonial critic in a tight spot, as Nirmala Menon indicates in Remapping the Indian Postcolonial Canon (2016): The critique of the limitations of “Western” theory (here, deconstruction) is not to ...
In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--
Individual texts that focus on aspects of Japanese gaming have historically tended to proliferate, ... socio-cultural, techno-nationalist and economic dimensions needed to fully understand gaming as both a new media and social ...
The pr Campaign by Wendell Smith and Jackie Robinson.” Journalism History 37, no. 3 (Fall 2011): 151–62. —. When to Stop the Cheering? ... Cobb, W. Montague. “Race and Runners.” Journal of Health and Physical Education 7, no.
In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to ...
Myth and Reality: Studies in the Formation of Indian Culture
In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity?
Bainbridge, W. S. (2016a) Star Worlds: Freedom versus Control in Online Gameworlds, Ann Arbor: University of Michigan Press. Bainbridge, W. S. (2016b) Virtual Sociocultural Convergence: Human Sciences of Computer Games, London: Springer ...