null
Loading... Please wait...
FREE SHIPPING on All Unbranded Items LEARN MORE
Print This Page

Culture at Play: How Video Games Influence and Replicate Our World

List Price: $89.00
SKU:
9789004373389
Quantity:
Minimum Purchase
25 unit(s)
  • Availability: Confirm prior to ordering
  • Branding: minimum 50 pieces (add’l costs below)
  • Check Freight Rates (branded products only)

Branding Options (v), Availability & Lead Times

  • 1-Color Imprint: $2.00 ea.
  • Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
  • Belly-Band Wrap: $2.50 ea. (full-color printed)
  • Set-Up Charge: $45 per decoration
FULL DETAILS
  • Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
  • Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
  • Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
  • RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
  • Product Details

    Author:
    Lindsey Joyce, Víctor Navarro-Remesal
    Format:
    Paperback
    Pages:
    142
    Publisher:
    Brill (November 19, 2020)
    Imprint:
    Brill
    Language:
    English
    Audience:
    Professional and scholarly
    ISBN-13:
    9789004373389
    ISBN-10:
    9004373381
    Weight:
    7.84oz
    Dimensions:
    6.1" x 9.25" x 0.35"
    File:
    TWO RIVERS-PERSEUS-Metadata_Only_Perseus_Distribution_Customer_Group_Metadata_20260328163254-20260328.xml
    Folder:
    TWO RIVERS
    List Price:
    $89.00
    Country of Origin:
    Netherlands
    Series:
    At the Interface / Probing the Boundaries
    As low as:
    $84.55
    Publisher Identifier:
    P-PER
    Discount Code:
    H
    Pub Discount:
    35
  • Overview

    What is video game culture and video games as culture? Culture at Play avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture, and do so from four perspectives: Players: Types and Identities; The Human/The Machine: Agents, Ethics, and Affect; Compassion, Recognition, and the Interpersonal; and Learning through Play. As a form of play, video games can greatly affect our lives. As digital objects, they participate in our digital lives. As both, they have a noticeable impact on our relationships with others, with society, and with ourselves, and this is the scope of this book.