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Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games
 
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Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games [Paperback]

J. Patrick Williams , Sean Q. Hendricks , W. Keith Winkler

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J. Patrick Williams
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Synopsis

Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood's premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity.

The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality.


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Amazon.com:  3 reviews
11 of 12 people found the following review helpful
For the gaming philosopher 3 Nov 2006
By Editor Drew - Published on Amazon.com
Format:Paperback
For the gamer enthusiast, this compilation of essays should serve to pique your interest. A collection of scholarly and semi-scholoarly essays, Williams, Hendricks, and Winkler (all contributors) focus on exploring three core aspects of the social gaming experience: Social Reality, Identity, and Experience. As there is currently not much Literature that attempts to qualitatively study the sociology of the gaming subculture (with the notable exception of Fine's: Shared Fantasy [1983], University of Chicago Press); the collection of essays published in this text serves to expand the range of studies on this subculture.
Having said that, 10 essays on the above mentioned three subject matters can be found here. Of those 10 essays, less than half significantly contribute to expanding on current gaming subculture theory. The ones that are most relivant to expanding the field of study take conventional Foucaultian, Marxist, and Psychoanalytic, and gender study theories and apply them to the gaming subculture (which they have done quite nicely)
In short, the compilation presents a smattering of well written and structured essays among a small majority of niche-filling (and somewhat non-relivant to the casual gamer) essays.
8 of 11 people found the following review helpful
The latest research in fantasy games is presented 24 Jun 2006
By Midwest Book Review - Published on Amazon.com
Format:Paperback
Gamers and role-playing, fantasy game fans are quite often serious, studious players interested in the complex and detailed play - so GAMING AS CULTURE: ESSAYS ON REALITY, IDENTITY AND EXPERIENCE IN FANTASY GAMES will make the perfect companion read both for players and those studying the sociology and culture of fantasy gaming. The latest research in fantasy games is presented, investing the social and psychological aspects of game participation and the impact of such games on individuals and society. There's even a section on virtual identities and their connection to and meaning for real-life identity. College-level courses will relish the studious and detailed nature of GAMING AS CULTURE.

Diane C. Donovan

California Bookwatch
13 of 22 people found the following review helpful
Put On Your Hip Waders, Folks 24 Dec 2009
By Sharon R. Andrews - Published on Amazon.com
Format:Paperback
This book is only going to appeal to people who think this statement makes sense: "By critical learning, Gee refers to not only [sic] engaging in the internal and external resources in a particular semiotic domain [huh?], but being able to reflect upon those resources in order to engage in transforming that domain to apply to future similar contexts within a related domain." (Page 10.) About this point, my warrior was ready to hit the editors in the head with her pole axe. As a college English professor, I wouldn't blame her.

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