000 01291nam a2200253 4500
001 21667771
010 _a 2020944086
020 _a9781526498014
020 _a1526498014
020 _a9781526498007
020 _a1526498006
082 0 4 _a794.8
_bRIC/U
100 1 _aRichardson, Ingrid,
245 1 0 _aUnderstanding games and game cultures
260 _aLos Angeles
_bSage
_c2021
300 _aix, 234 p.
_billustrations ;
520 _a"Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and 'gamified' digital society."--
650 0 _aElectronic games
650 0 _aComputer games
650 7 _aElectronic games.
700 1 _aHjorth, Larissa
700 1 _aDavies, Hugh
942 _cBK
999 _c65599
_d65599