{
"item_title" : "Video Gaming in Science Fiction",
"item_author" : [" Jason Barr", "Matthew Wilhelm Kapell "],
"item_description" : " As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the forward thinking world of science fiction.",
"item_img_path" : "https://covers1.booksamillion.com/covers/bam/1/47/666/637/1476666377_b.jpg",
"price_data" : {
"retail_price" : "39.95", "online_price" : "39.95", "our_price" : "39.95", "club_price" : "39.95", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : ""
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}
Overview
As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.
This item is Non-Returnable
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Details
- ISBN-13: 9781476666372
- ISBN-10: 1476666377
- Publisher: McFarland & Company
- Publish Date: September 2018
- Dimensions: 8.8 x 5.8 x 0.5 inches
- Shipping Weight: 0.66 pounds
- Page Count: 194
- Reading Level: Ages 18-UP
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