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Consuming Sport offers a detailed consideration of how sport is experienced and engaged with in the everyday lives, social networks and consumer patterns of its followers. It examines the processes of becoming a sport fan, and the social and moral career that supporters follow as their involvement develops over a life-course.The book argues that while for many people sport matters, for many more, it does not. Though for some sport is significant in shaping their social and cultural identity, it is often consumed and experienced by others in quite mundane and everyday ways, thr
Sports spectators --- Sports --- Sociology of sports --- Sociology --- Spectators, Sports --- Sports fans --- Audiences --- Fans (Persons) --- Social conditions. --- Sociological aspects. --- Spectators --- 316.7:796 --- 316.7:796 Sociologie van de sport --- Sociologie van de sport --- Social conditions --- Sociological aspects --- Sports spectators - Social conditions --- Sports - Sociological aspects
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"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"-- "Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--
Video games --- Video games. --- Social science --- Social science --- Social aspects. --- General. --- Sociology --- General.
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This book is an introduction to cosplay as a subculture and community, built around playful spaces and the everyday practices of crafting costumes, identities, and performances. Drawing on new and original ethnographic data, as well as the innovative use of arts-led research, this book adds to our understanding of a popular, global cultural practice. In turn, this pushes forward our understanding of play, fan practices, subcultures, practice-led research, and uses of urban spaces. Cosplay and the Art of Play offers a significant addition to key contemporary debates on the meaning and uses of popular culture in the 21st century, and will be of importance to students and scholars interested in communities, fandom, identity, leisure, participatory cultures, performance, and play.
Sports-Sociological aspects. --- Sociology, Urban. --- Youth-Social life and customs. --- Fine arts. --- Sociology of Sport and Leisure. --- Cultural Studies. --- Sociology of Culture. --- Urban Studies/Sociology. --- Youth Culture. --- Fine Arts. --- Urban sociology --- Cities and towns --- Sports—Sociological aspects. --- Cultural studies. --- Culture. --- Youth—Social life and customs. --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Social aspects --- Cultural studies --- Youth - Social life and customs --- Sociology of sport and leisure --- Sports - sociological aspects --- Sociology, Urban --- Sports --- Youth --- Art. --- Cosplay. --- Costume play --- Amusements --- Role playing --- Art, Occidental --- Art, Primitive --- Art, Visual --- Art, Western (Western countries) --- Arts, Fine --- Arts, Visual --- Fine arts --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics --- Sociology of sports --- Sociology --- Sociological aspects. --- Study and teaching. --- Social life and customs.
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Video games - Social aspects --- Video gamers - Psychology --- Popular culture --- Sociology of culture --- Mass communications --- Computer. Automation --- Video games --- Video gamers
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As the digital revolution continues apace, emergent technologies and means of communication present new challenges and opportunities for the football industry. This is the first book to bring together key contemporary debates at the intersection of football studies, leisure studies, and digital cultural studies.
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This dictionary examines the key concepts of leisure studies. It assesses the work of central figures and helps students zero-in on essential issues and conceptual distinctions.
Leisure --- Recreation --- Social aspects
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"Over only a few decades, digital gaming has become a major global leisure activity that now rivals the movie and music sectors. Due to this increasingly widespread popularity, gaming has in recent years become the focus of increased academic interest and activity, but still little is know about those who play digital games. Online Gaming in Context is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks, and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"-- "There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming"--
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