Evan Polzer
Datos Biográficos
| ID | 94443 |
|---|---|
| NOMBRE | Evan Polzer |
| NOMBRES | Evan |
| APELLIDO | Polzer |
| FIRMA | POLZER E |
| AFILIACIONES | Department of Veterans Affairs, Rocky Mountain Mental Illness Research, Education and Clinical Center for Suicide Prevention Aurora Colorado USA |
| VERIFICADO | No |
| TOTAL DE OBRAS | 3 |
| TOTAL DE CITAS | 15 |
| TOTAL COMO AUTOR | 3 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2019 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 2 |
Gaming lounges in India afford socially productive gambling
We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Intensive online videogame involvement
Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …
Indian Gaming Zones as Oppositional Subculture
On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…
Gaming lounges in India afford socially productive gambling
We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…
Digital Games and Media (2 obras) · Gambling Behavior and Treatments (2 obras) · Psychology (2 obras) · Social Psychology (2 obras) · Sociology (2 obras) · Addiction (1 obras) · Anthropology (1 obras) · Business (1 obras) · Cinema and Media Studies (1 obras) · Clinical Psychology (1 obras)