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 InfoNew York : Bloomsbury Academic, 2024.
Description1 online resource
Supplemental ContentFull 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 noteIncludes bibliographical references and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Source of descriptionDescription based on print version record and CIP data provided by publisher; resource not viewed.
Issued in other formPrint version: Gaming and gamers in times of pandemic New York : Bloomsbury Academic, 2024 9798765110232
Genre/formElectronic books.
LCCN 2023029312
ISBN9798765110270
ISBN(hardback)
ISBN9798765110256 (epub)
ISBN9798765110263 (pdf)
ISBN(paperback)

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Electronic Resources Access Content Online ✔ Available