Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experEthnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure....
|Title||:||Ethnographies of the Videogame: Gender, Narrative and Praxis|
|Number of Pages||:||224 Pages|
|Status||:||Available For Download|
|Last checked||:||21 Minutes ago!|
Ethnographies of the Videogame: Gender, Narrative and Praxis Reviews
Thornham monitors the social gaming habits of British players between the age of 22 and 35 over the course of four years and eleven households. Her goal with the book is to demonstrate that gaming practices are both embodied and social, despite the stereotypical image of the lone, antisocial player. It's a valuable approach, and uncovers some extremely interesting things about the way female gamers contextualize their play and how player power positioning reflects and shifts power dynamics in a household. (Sorry to phrase it so formally, but her tone is infectious.) Thornham wanted to move away from game studies that focus on the game to the exclusion of the player, but I wonder if she didn't go too far in the other direction--by focusing almost entirely on player practice, I think she omits an important context that the individual game offers. And as long as I'm dealing negative points, as a student with an English background, I found her punctuation use somewhat infuriating. Petty, I know, but it's not like it's particularly difficult to place an apostrophe correctly.At any rate, this study is a valuable addition to videogame ethnography. Its sheer duration goes a long way to countering problems inherent to shorter studies, and the resulting depth makes up for the relatively small sample size.