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Consuming Video Games: Experience, Participation, and Culture

Autor Tom Brock, Garry Crawford
en Limba Engleză Paperback – 15 apr 2027
Consuming Video Games examines video games as key sites for understanding contemporary consumer culture. Moving beyond approaches that treat games simply as entertainment or technology, it positions them as cultural commodities through which wider social, economic, and political transformations are organized and experienced.
The book traces how video game consumption has evolved from the emergence of games as consumer goods to their current status as ongoing systems of participation, experience, and value production. It explores the historical construction of the video game consumer, the social organization of 'fun' as experience, the rise of esports and performance-based consumption, the management of risk and unpredictability in gameplay, and the positioning of players as creative contributors. Grounded in five interconnected concepts – changes in the nature of consumer society, shifts towards an experience economy, the increase in participatory culture, the rise of digital culture, and movements towards a new playful (ludic) society – this book offers a sociological account that foregrounds game consumption as a social force structuring identities, pleasures, and social relations.
It will appeal to students and scholars of sociology,(video) game studies, cultural studies, leisure studies, media and communication studies, science and technology studies, and internet studies.
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Specificații

ISBN-13: 9781032510880
ISBN-10: 1032510889
Pagini: 180
Dimensiuni: 156 x 234 mm
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Locul publicării:Oxford, United Kingdom

Public țintă

Postgraduate and Undergraduate Advanced

Cuprins

1.Introduction: Consuming Video Games.  2.The Making of the Video Game Consumer.  3.Organising Fun: Pleasure and Work in Video Game Consumption.  4.From Play to Display: Esports and Experiential Consumption.  5.Consuming Chance: Video Game Gambling as a Cultural Practice.  6.Beyond Participation: Creativity, Culture, and the Neoliberal Game.  7.Conclusion: The Limits of Video Game Consumption.



Recenzii

‘Brock and Crawford’s work is thoughtful and provocative, changing the way you will think about games and their consumption. Pulling from a wide range of examples, from gambling to ‘fun’ to esports, this work redefines games and culture. Brock and Crawford do a fantastic job of grounding their work in the history of what has happened and turn that into prescient commentary on what games mean now and how they will impact us in the future!’
Christopher A. Paul, Professor, Communication and Media Department, Seattle University, USA.
‘Consuming video games masterfully brings game studies into conversation with sociological studies of consumer culture. In doing so, the authors show us the many ways games are imbricated within broader social and economic forces. By understanding games as part of consumer culture, they show that gaming is not just an example of the broader changes to contemporary capitalism. Rather games are the key site to understand the broader changes we have seen to our understandings of work, leisure, participation, consumption, and identity.’
Adrienne Shaw, Professor, Department of Media Studies and Production, Temple University, USA.

Notă biografică

Tom Brock is a Senior Lecturer in Sociology at Manchester Metropolitan University, UK.
Garry Crawford is Professor of Cultural Sociology at the University of Salford, UK.

Descriere

Consuming Video Games examines video games as key sites for understanding contemporary consumer culture. Moving beyond approaches that treat games simply as entertainment or technology, it positions them as cultural commodities through which wider social, economic, and political transformations are organized and experienced.