The Culture of Digital Gaming

6 March 2008
Dr Garry Crawford, University of Salford.

This session provides a consideration of the social and cultural significance of digital gaming, and also key theories and approaches to the study of digital games and gaming. More specifically, this session will focus upon a sociological understanding of gaming, and a consideration of the important location gaming occupies in many people’s social lives. To view powerpoint show of this talk, click here

Some Suggested Readings:
Cassell, J. and Jenkins, H. (eds) From Barbie to Mortal Combat: Gender and Computer Games, London, MIT Press.
Crawford, G (2006) ‘The Cult of Champ Man: The Culture and Pleasures of Championship Manager/Football Manager Gamers’, Information, Communication and Society, 9 (4), 496-514.
Crawford, G. and Gosling, V.K. (2005) ‘Toys of Boy? The continued marginalization and participation of women as digital gamers’, Sociological Research Online, 10(1), website http://www.socresonline.org.uk/10/1/crawford.html
Fromme, J. (2003) ‘Computer Games as a Part of Children’s Culture’, Game Studies, 3(1), http://www.gamestudies.org/0301/fromme/
Kerr, A., Brereton, P., and Kücklich, J. 2005. ‘New Media — New Pleasures?’, International Journal of Cultural Studies, 8(3), pp.375-394.
Kirkpatrick, Graeme (2004) Critical Technology: A Social Theory of Personal Computing. Aldershot, Ashgate.
Murray, J.H. (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace, The Free Press.
Newman, J. (2004) Videogames, London: Routledge.
Nutt, D and Railton, N. 2003. 'The Sims: Real Life as Genre', Information, Communication & Society, 6(4), pp.577-607.
Rutter, J. and Bryce J. 2006. (eds) Understanding Digital Games, Sage.
Wolf, M.J.P and. Perron, B (eds) The Video Game Theory Reader, Routledge.



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