Gaming and gamers in times of pandemic / edited by Piotr Siuda, Jakub Majewski, and Krzysztof Chmielewski.
| Other author | Siuda, Piotr. |
| Other author | Majewski, Jakub. |
| Other author | Chmielewski, Krzysztof. |
| Format | Electronic |
| Publication Info | New York : Bloomsbury Academic, 2024. |
| Description | 1 online resource |
| Supplemental Content | Full text available from eBooks on EBSCOhost |
| Subjects |
| Contents | Part I: during the pandemic... -- Roblox in lockdown: understanding young people's digital social play in the pandemic / Hugh Davies and Larissa Hjorth -- "I've played more Minecraft with the kids": gaming and family dynamics in the early stage of the COVID-19 pandemic / Mikko Meriläinen -- Uses and appropriations of the cozy game animal crossing: new horizons during the lockdown / Jérémie Pelletier-Gagnon, Gabrielle Trépanier-Jobin, and Débora Krischke Leitão -- Gaming (the pandemic) with vision impairment: an autoethnographic account / Lobna Hassan -- Part II: the lasting impact of the pandemic when the virtual office became reality: digital game development during and after the lockdown / Jakub Majewski -- The influence of COVID-19 on newspaper discourses on video games in cross-cultural perspective: between safe social spaces and video game addiction / Stefan Brückner -- A review of studies on location-based live service games during the COVID- pandemic: players' behavior and reluctance to return to the pre-pandemic state / Bastian Kordyaka, Juho Hamari, and Samuli Laato -- Pandemic gaming and wholesome philosophy: how new players reimaged gaming practices / Noel Brett and Sasha Soraine -- Part III: lessons learned -- "It was all without emotions, and this wasn't the same anymore" : "replacing" traditional sports with esports during the COVID-19 pandemic / Piotr Siuda , Michał Jasny, and Dobrosław Mańkowski -- Playing as the world falls apart: the use of video games during the COVID- crisis-the case of Italy / Arianna Boldi, Maurizio Tirassa, and Amon Rapp -- Reflection inception: creating a reflective COVID-19 game by reflecting on the pandemic / Adam Jerrett. |
| Abstract | "Gaming and Gamers in Times of Pandemic surveys multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games"-- Provided by publisher. |
| Bibliography note | Includes bibliographical references and index. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Source of description | Description based on print version record and CIP data provided by publisher; resource not viewed. |
| Issued in other form | Print version: Gaming and gamers in times of pandemic New York : Bloomsbury Academic, 2024 9798765110232 |
| Genre/form | Electronic books. |
| LCCN | 2023029312 |
| ISBN | 9798765110270 |
| ISBN | (hardback) |
| ISBN | 9798765110256 (epub) |
| ISBN | 9798765110263 (pdf) |
| ISBN | (paperback) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Electronic Resources | Access Content Online | ✔ Available |