03572nam a22005295i 4500001001800000003000900018005001700027007001500044008004100059020003700100024003500137050001400172050001600186072001600202072002300218072001600241100008000257245011800337250001800455264007900473300006400552336002600616337002600642338003600668347002400704505032300728520144901051650001802500650002802518650002702546650004302573650002602616650002602642650002802668650002702696650002602723650003402749710003402783773002602817776003602843776003602879776003602915856004602951912001402997912001403011999001703025978-3-031-42371-0DE-He21320251030110823.0cr nn 008mamaa231016s2024 sz | s |||| 0|eng d a97830314237109978-3-031-42371-07 a10.1007/978-3-031-42371-02doi 4aP94.6-.65 4aGV1199-1570 7aJFD2bicssc 7aSOC0520002bisacsh 7aJBCT2thema1 aReay, Emma.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut96656914aThe Child in Videogamesh[electronic resource] :bFrom the Meek, to the Mighty, to the Monstrous /cby Emma Reay. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Palgrave Macmillan,c2024. aXIII, 222 p. 5 illus., 3 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda0 aChapter 1: Dreaming the Myth Onwards -- Chapter 2: A Survey of Child-Characters in Contemporary Videogames -- Chapter 3: The Child as a Social Construct -- Chapter 4: Child Killers and Killer Children -- Chapter 5: Child Heroes -- Chapter 6: Plushies, Dollies, and Action Figurines -- Chapter 7: The Kid in the Fridge. aThe Child in Videogames is remarkable. Its ground-breaking approach to scholarship on videogames and, more broadly, textual representations of children stands to transform how both are studied. Its brilliant analysis of the childly and childness across videogames designed for both younger and mature players will shape thinking—both academic and industry, I believe—for years to come. --Professor Gretchen Papazian, Central Michigan University, USA Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting. Dr. Emma Reay is a Senior Lecturer in Emerging Media at the University of Southampton. . 0aGames.966570 0aPopular Culture.957605 0aChildren's literature. 0aYouthxSocial life and customs.966571 0aDigital media.95927414aGames Studies.96657224aPopular Culture.95760524aChildren's Literature.24aYouth Culture.96657324aDigital and New Media.9659452 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303142370308iPrinted edition:z978303142372708iPrinted edition:z978303142373440uhttps://doi.org/10.1007/978-3-031-42371-0 aZDB-2-LCM aZDB-2-SXL c56403d56403