Video Games
Bibliographic Data
| ID | 18933366 |
|---|---|
| Authors | Jeremy Hunsinger (0000-0002-2408-0506, Wilfrid Laurier University, corresponding author) |
| Year | 2017 |
| Pages | 1-4 |
| Publication date | 2017-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | OTHER |
| Venue | The Blackwell Encyclopedia of Sociology (JOURNAL) |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/9781405165518.wbeosv015.pub3 |
| OpenAlex | W4255089331 |
| ISBN | 9781405165518 |
| Language | EN |
| References cited | 6 |
This entry introduces issues in the political economy of video games using both historical and contemporary evidence. It shows that video games can be understood in myriad productive ways in sociology. It demonstrates the significance of video games across all sectors of our lives, as they replace prior forms of education, training, play, and other activities. As video games extend further into our social worlds, human subjectivities are changing in relation to them. These changes will have ramifications throughout the social world in which we live, work, learn, and play
Augmented reality · Casual · Computer graphics (images) · Game mechanics · Human–computer interaction · Multimedia · Political science · Politics · Sociology · Turns, rounds and time-keeping systems in games · Video game · Video game culture · Video game design · Virtual reality · Computer Science · Digital Games and Media · Foucault, Power, and Ethics · Youth Education and Societal Dynamics
| Citation velocity | historical |
|---|---|
| Highly cited | No |