001447179 000__ 03007cam\a2200529Ii\4500 001447179 001__ 1447179 001447179 003__ OCoLC 001447179 005__ 20230310004105.0 001447179 006__ m\\\\\o\\d\\\\\\\\ 001447179 007__ cr\un\nnnunnun 001447179 008__ 220603s2022\\\\sz\\\\\\ob\\\\001\0\eng\d 001447179 019__ $$a1323252578 001447179 020__ $$a9783031001444$$q(electronic bk.) 001447179 020__ $$a3031001443$$q(electronic bk.) 001447179 020__ $$z9783031001437 001447179 020__ $$z3031001435 001447179 0247_ $$a10.1007/978-3-031-00144-4$$2doi 001447179 035__ $$aSP(OCoLC)1322811761 001447179 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dGW5XE$$dEBLCP$$dN$T$$dOCLCF$$dOCLCQ 001447179 049__ $$aISEA 001447179 050_4 $$aGV1469.3 001447179 08204 $$a794.809$$223/eng/20220614 001447179 1001_ $$aCrowley, Adam,$$eauthor. 001447179 24510 $$aRepresentations of poverty in videogames /$$cAdam Crowley. 001447179 264_1 $$aCham :$$bPalgrave Macmillan,$$c[2022] 001447179 264_4 $$c©2022 001447179 300__ $$a1 online resource 001447179 336__ $$atext$$btxt$$2rdacontent 001447179 337__ $$acomputer$$bc$$2rdamedia 001447179 338__ $$aonline resource$$bcr$$2rdacarrier 001447179 504__ $$aIncludes bibliographical references and index. 001447179 5050_ $$a1. Introduction -- 2. Relative Poverty and Slumming Simulations -- 3. Player Identity and the Conditions of Play -- 4. The Player and Game Studies Rhetoric of Inclusion -- 5. Human Subjects and Digital Poverty -- 6. Conclusion. . 001447179 506__ $$aAccess limited to authorized users. 001447179 520__ $$aThis 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 players economic expectations. Adam Crowley is Professor of English and Director of Composition at Husson University, USA. He is author of The Wealth of Virtual Nations: Videogame Currencies (2017). . 001447179 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed June 14, 2022). 001447179 650_0 $$aVideo games$$xHistory and criticism. 001447179 650_0 $$aPoverty. 001447179 650_0 $$aPoor. 001447179 655_7 $$aCriticism, interpretation, etc.$$2fast$$0(OCoLC)fst01411635 001447179 655_0 $$aElectronic books. 001447179 77608 $$iPrint version:$$z3031001435$$z9783031001437$$w(OCoLC)1305914993 001447179 852__ $$bebk 001447179 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-00144-4$$zOnline Access$$91397441.1 001447179 909CO $$ooai:library.usi.edu:1447179$$pGLOBAL_SET 001447179 980__ $$aBIB 001447179 980__ $$aEBOOK 001447179 982__ $$aEbook 001447179 983__ $$aOnline 001447179 994__ $$a92$$bISE