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This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
This edited collection examines how fantasy sports play has established a prominent and promising foothold in the larger sports ecology. Often considered an isolated activity for the hardcore sports fan, fantasy sports play have since been incorporated into sports broadcasting and editorial coverage, sports marketing and promotions, and even into the very sports themselves with athletes and teams using the activities to draw fans further into the sports experience. This edited collection invites leading scholars and sports professionals from several different fields to share historical and emerging perspectives on the importance of fantasy sports as an artifact of theoretical and empirical importance to larger issues of sport and society. \
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Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainme...
Building on the measures included in the original 1994 volume and subsequent 2009 volume, Communication Research Measures III: A Sourcebook extends its coverage of measurement issues and trends across the entire communication discipline. Volume III features entirely new content and offers an assessment of new measures in mass, interpersonal, instructional, group, organizational, family, health, and intercultural communication and highlights work in emergent subdisciplines in communication, including social media and new communication technologies, sports communication, and public relations. The "best of the best" from 2009 through today, the profiled research measures in Volume III serve as models for future scale development and constitute the main tools that researchers can use for self-administered measurement of people's attitudes, conceptions of themselves, and perceptions of others. This book is ideal for undergraduate and graduate courses that emphasize quantitative research methods, measurement, and/or survey design across communication studies disciplines.
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...
New perspectives on the misinformation ecosystem that is the production and circulation of fake news. What is fake news? Is it an item on Breitbart, an article in The Onion, an outright falsehood disseminated via Russian bot, or a catchphrase used by a politician to discredit a story he doesn't like? This book examines the real fake news: the constant flow of purposefully crafted, sensational, emotionally charged, misleading or totally fabricated information that mimics the form of mainstream news. Rather than viewing fake news through a single lens, the book maps the various kinds of misinformation through several different disciplinary perspectives, taking into account the overlapping cont...
The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves--avatars--can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively improve health and well-being.
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.