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  • 1
    Online Resource
    Online Resource
    New Delhi : Bloomsbury India | London : Bloomsbury Publishing
    Format: 1 Online-Ressource
    Edition: 1st ed
    ISBN: 9789354359637
    Content: Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world - the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global
    Note: Videogames in the Indian Subcontinent 〈b〉Section One: Development〈/b〉 1 Digital Technology and Videogames in the Indian Subcontinent: An Attempted History 2 The Videogame Industry in the Indian Subcontinent: The Current Scenario 〈b〉Section Two: Cultures〈/b〉 3 Diverse Subcontinent, Ludic Cultures: The Non-Digital Game Cultures as Context 4 Digital Gaming Cultures in the Indian Subcontinent 〈b〉Section Three: Representation〈/b〉 5 Representations of the Subcontinent in Videogames Global and Local 6 Absent Discourses in Game Cultures: The Case for Diversity 7 What Wakens the Sleeping Giant? Bibliography Appendix One: Timeline Appendix Two: Survey Glossary Ludography .
    Language: English
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