The Child In Videogames: From The Meek, To The Mighty, To The Monstrous
The Child In Videogames: From The Meek, To The Mighty, To The Monstrous
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.
childhood, gaming, autoethnography, children's literature, childhood studies
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3
17 October 2023
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3
Reay, Emma
(2023)
The Child In Videogames: From The Meek, To The Mighty, To The Monstrous
,
1 ed.
Palgrave Macmillan, 222pp.
Abstract
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.
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e-pub ahead of print date: 16 October 2023
Published date: 17 October 2023
Keywords:
childhood, gaming, autoethnography, children's literature, childhood studies
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Local EPrints ID: 485269
URI: http://eprints.soton.ac.uk/id/eprint/485269
PURE UUID: 9e4f787e-900d-43bd-a155-7350c3b49e60
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Date deposited: 01 Dec 2023 17:55
Last modified: 18 Mar 2024 04:08
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Author:
Emma Reay
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