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Die tryin' : videogames, masculinity, culture

Author: Derek A Burrill
Publisher: New York : Peter Lang, ©2008.
Series: Popular culture & everyday life, v. 18.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all
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Additional Physical Format: Online version:
Burrill, Derek A., 1971-
Tryin'.
New York : Peter Lang, ©2008
(OCoLC)607895335
Online version:
Burrill, Derek A., 1971-
Tryin'.
New York : Peter Lang, ©2008
(OCoLC)607910654
Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: Derek A Burrill
ISBN: 9781433100918 1433100916 9781433102424 1433102420
OCLC Number: 132687658
Description: 169 pages ; 23 cm.
Contents: Introduction --
Masculinties, play and games --
Videogames : performance in digital space --
The arcade : sites/sights of the games --
Masculinity, structure, and play in videogames --
Digital culture/digital imaginary --
Conclusion: Technology/masculinity/ideology.
Series Title: Popular culture & everyday life, v. 18.
Responsibility: Derek A. Burrill.
More information:

Abstract:

"Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion.

Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form."--Jacket.

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