Children, Gender, Video Games: Towards a Relational Approach to MultimediaPalgrave Macmillan, 15 февр. 2007 г. - Всего страниц: 235 The book explores a number of debates about young children and multimedia, with particular reference to video games. It places issues of gender centrally in relation to game play and develops a relational approach to game play using an account of affect. The book places games in a global context and argues that we should not think of the economic relations as somehow remote from what happens in the micro relations of playing. It moves towards a relational approach to subjectivity and explores central issues of violence and parental regulation. |
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Стр. 24
... central emphasis on phantasy ( unconscious fantasy ) and a theory of unconscious defences against unbearable sensa- tions through the production of phantasies , thoughts , and actions which kept the unbearable at bay , thereby producing ...
... central emphasis on phantasy ( unconscious fantasy ) and a theory of unconscious defences against unbearable sensa- tions through the production of phantasies , thoughts , and actions which kept the unbearable at bay , thereby producing ...
Стр. 74
... central place in the regulation of contemporary masculinities . I want to argue that the very routinisa- tion of violence covers over the central importance for masculinity of its regulation . I argued in Chapter 3 that many video games ...
... central place in the regulation of contemporary masculinities . I want to argue that the very routinisa- tion of violence covers over the central importance for masculinity of its regulation . I argued in Chapter 3 that many video games ...
Стр. 211
... central component in a vast and complex set of interrelations . In particular , I argued in Chapter 1 , that a central component of the man- agement of the American population in the age of mass manufacture and consumption , was both ...
... central component in a vast and complex set of interrelations . In particular , I argued in Chapter 1 , that a central component of the man- agement of the American population in the age of mass manufacture and consumption , was both ...
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Children, Gender, Video Games: Towards a Relational Approach to Multimedia Valerie Walkerdine Просмотр фрагмента - 2007 |
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actant action masculinity active addicted affective relations Aisha Annakin approach argued attempts avatar become body boys Bronwyn's Pikachu buttons Cartesian cathected central Chapter character computer games console contemporary masculinity Crash Bandicoot cuddly cultural disavowal discourse dominance embodied engagement example explore fantasy father feel femininity fighting game Freud game player Gascano gecko Gina Gina's fox girls girly girl Hansen idea interaction intertextuality Interviewer Jonathan kart Katie killing kinaesthetic look Maria mean Melanie Melissa Melissa's Kirby Metal Gear Solid mother moves Nicole parents performance platform player game playing games pleasure Pokemon position practices Princess Peach produce Prudence psychoanalysis rational regulation relationality Rosa Sam's Screen semiotic sensation sense shoot em shooting simply skills social sort Stach Star Wars suggest Talk things Timothy Timothy's unconscious understand understood video game play violence Walkerdine watch Yeah
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