Gender, Age, and Digital Games in the Domestic Context

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A01=Alison Harvey
Author_Alison Harvey
Boy Brain
Category=AB
Category=JBCC
Category=JBCT
Category=JBSF
Category=JHBS
children's media
children’s media
Club Penguin
critical theories of technology
digital cultural studies
DIGITAL GAME PLAY
Digital Games
digital gaming
Digital Play
domestic studies
Domestication Research
Entertainment Software Association
eq_art-fashion-photography
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
ESAC
Everyday Practices
family studies
Female Players
game console
Game Culture
Game Players
game studies
Gaming Capital
gender performance
Girl Brain
Grand Theft Auto
Hard Controls
Hardcore Gamer
Hardcore Games
leisure theory
Normative Feminine Identity
Party Games
Problem Gamer
Stem Degree
Super Mario World
Tech Savviness
technology regulation
video games
Young Man

Product details

  • ISBN 9781138549012
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 06 Feb 2018
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.

Alison Harvey is a Lecturer in Media and Communication at the University of Leicester in the United Kingdom. Her research focuses on issues of inclusivity in digital culture, and her work has been published in Information, Communication, and Society, Feminist Media Studies, and Loading… The Canadian Journal of Game Studies.

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