Sean hendricks (27 Ergebnisse)
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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paperback. Zustand: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).
Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2006
- Softcover
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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Paperback. Zustand: New. 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 and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of coll…ectible strategy games and other innovative products, as well as the recent advancements in videogame technology. 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 behavioral 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. Instructors considering this book for use in a course may request an examination copy here.
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- Softcover
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Paperback. Zustand: new. Paperback. 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 and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addit…ion of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. 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 behavioral 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. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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Zustand: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.
- Softcover
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- Softcover
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Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
- Softcover
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- Softcover
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Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (Editor)/ Hendricks, Sean Q. (Editor)/ Winkler, W. Keith (Editor)
- Softcover
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Paperback. Zustand: Brand New. 1st edition. 224 pages. 9.25x6.25x0.75 inches. In Stock.
- Softcover
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Paperback. Zustand: new. Paperback. 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 and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addit…ion of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. 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 behavioral 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. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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- Softcover
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Paperback. Zustand: New. 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 and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of coll…ectible strategy games and other innovative products, as well as the recent advancements in videogame technology. 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 behavioral 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. Instructors considering this book for use in a course may request an examination copy here.
Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2006
- Softcover
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Zustand: New. Print on Demand pp. viii + 224.
Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2006
- Softcover
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Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2006
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- Softcover
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Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy g…aming, and provides insight into the c.
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Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 and around the world. This contribution is increasingly apparen…t as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology.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 behavioral 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.Instructors considering this book for use in a course may request an examination copy here.
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Taschenbuch. Zustand: Neu. Gaming as Culture | Essays on Reality, Identity and Experience in Fantasy Games | J. Patrick Williams (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2006 | McFarland | EAN 9780786424368 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]d…e | Anbieter: preigu Print on Demand.












