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020 _a9783031423710
_9978-3-031-42371-0
024 7 _a10.1007/978-3-031-42371-0
_2doi
050 4 _aP94.6-.65
050 4 _aGV1199-1570
072 7 _aJFD
_2bicssc
072 7 _aSOC052000
_2bisacsh
072 7 _aJBCT
_2thema
100 1 _aReay, Emma.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_966569
245 1 4 _aThe Child in Videogames
_h[electronic resource] :
_bFrom the Meek, to the Mighty, to the Monstrous /
_cby Emma Reay.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Palgrave Macmillan,
_c2024.
300 _aXIII, 222 p. 5 illus., 3 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _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.
520 _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. .
650 0 _aGames.
_966570
650 0 _aPopular Culture.
_957605
650 0 _aChildren's literature.
650 0 _aYouth
_xSocial life and customs.
_966571
650 0 _aDigital media.
_959274
650 1 4 _aGames Studies.
_966572
650 2 4 _aPopular Culture.
_957605
650 2 4 _aChildren's Literature.
650 2 4 _aYouth Culture.
_966573
650 2 4 _aDigital and New Media.
_965945
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031423703
776 0 8 _iPrinted edition:
_z9783031423727
776 0 8 _iPrinted edition:
_z9783031423734
856 4 0 _uhttps://doi.org/10.1007/978-3-031-42371-0
912 _aZDB-2-LCM
912 _aZDB-2-SXL
999 _c56403
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