Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Language: English
Published by Lexington Books, Lanham, MD, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: Boards & Wraps, Baltimore, MD, U.S.A.
Hardcover. Condition: Near Fine. Covers have minor rubbing, interior and exterior else in as new apparently unread condition. International shipping billed at cost. Photos upon request.; 152.4 X 10.92 X 9 millimeters; 149 pages.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. pp. 168.
Seller: Revaluation Books, Exeter, United Kingdom
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Add to basketPaperback. Condition: Brand New. 2012 edition. 165 pages. 9.25x6.10x0.38 inches. In Stock.
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Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Language: English
Published by Bloomsbury Publishing Plc, US, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
US$ 151.19
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Add to basketHardback. Condition: New. Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
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Seller: Revaluation Books, Exeter, United Kingdom
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Add to basketHardcover. Condition: Brand New. 1st edition. 149 pages. 9.25x6.25x0.75 inches. In Stock.
Language: English
Published by Bloomsbury Publishing Plc, US, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: Rarewaves.com UK, London, United Kingdom
US$ 146.26
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Add to basketHardback. Condition: New. Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New. Print on Demand pp. 168 2 Illus.
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New. PRINT ON DEMAND pp. 168.
Language: English
Published by Bloomsbury Publishing (UK), 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
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HRD. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Language: English
Published by Bloomsbury Publishing (UK), 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
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Add to basketHRD. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Language: English
Published by Bloomsbury Publishing Plc, Lanham, MD, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are. Going against recent academic trends that analyze video games in a vacuum, this book considers video games as cultural artifacts. Using a cultural studies lens, Toscano addresses common themes in popular video games and identifies ways in which they reflect on the violent, sexist, and chauvinistic culture that produces and enjoys them. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Language: English
Published by Rowman & Littlefield, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
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Add to basketHardback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Language: English
Published by Bloomsbury Publishing Plc, Lanham, MD, 2019
ISBN 10: 1793601305 ISBN 13: 9781793601308
Seller: CitiRetail, Stevenage, United Kingdom
US$ 134.92
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Add to basketHardcover. Condition: new. Hardcover. Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are. Going against recent academic trends that analyze video games in a vacuum, this book considers video games as cultural artifacts. Using a cultural studies lens, Toscano addresses common themes in popular video games and identifies ways in which they reflect on the violent, sexist, and chauvinistic culture that produces and enjoys them. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Seller: moluna, Greven, Germany
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Add to basketGebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Going against recent academic trends that analyze video games in a vacuum, this book considers video games as cultural artifacts. Using a cultural studies lens, Toscano addresses common themes in popular video games and identifies ways in which they reflect.
Seller: AHA-BUCH GmbH, Einbeck, Germany
Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Going against recent academic trends that analyze video games in a vacuum, this book considers video games as cultural artifacts. Using a cultural studies lens, Toscano addresses common themes in popular video games and identifies ways in which they reflect on the violent, sexist, and chauvinistic culture that produces and enjoys them.