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Multiplayer : The Social Aspects of Digital Gaming

Book Details

Format Hardback or Cased Book
ISBN-10 0415828856
ISBN-13 9780415828857
Publisher Taylor & Francis Ltd
Imprint Routledge
Country of Manufacture GB
Country of Publication GB
Publication Date Nov 1st, 2013
Print length 272 Pages
Weight 521 grams
Ksh 27,900.00
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional ''core gamer'' community into the media mainstream.

This edited collection takes a closer look at the various forms of human interaction in and around these digital games, providing both students and researchers with an overview of debates, past and present.

Including contributions from leading figures in the field, such as Richard Bartle and Mark Griffiths, this book is unique in bridging the gap between games research and social-scientific communication research.

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional ''core gamer'' community into the mainstream media market.

With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.

Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.

The book is divided into five sections that explore the following areas:

  • Social Aspects of Digital Gaming
  • Social Interactions in Virtual Worlds
  • Online Gaming
  • Co-located and Console Gaming
  • Risks and Challenges of Social Gaming

This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.


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