Representations of poverty in videogames / Adam Crowley.
2022
GV1469.3
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Details
Title
Representations of poverty in videogames / Adam Crowley.
Author
ISBN
9783031001444 (electronic bk.)
3031001443 (electronic bk.)
9783031001437
3031001435
3031001443 (electronic bk.)
9783031001437
3031001435
Published
Cham : Palgrave Macmillan, [2022]
Copyright
©2022
Language
English
Description
1 online resource
Item Number
10.1007/978-3-031-00144-4 doi
Call Number
GV1469.3
Dewey Decimal Classification
794.809
Summary
This 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). .
Bibliography, etc. Note
Includes bibliographical references and index.
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Access limited to authorized users.
Source of Description
Online resource; title from PDF title page (SpringerLink, viewed June 14, 2022).
Available in Other Form
Print version: 9783031001437
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Table of Contents
1. 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. .
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. .