000 | 01364cam a2200253 4500500 | ||
---|---|---|---|
005 | 20250121054919.0 | ||
041 | _afre | ||
042 | _adc | ||
100 | 1 | 0 |
_aTer Minassian, Hovig _eauthor |
700 | 1 | 0 |
_a Rufat, Samuel _eauthor |
700 | 1 | 0 |
_a Coavoux, Samuel _eauthor |
700 | 1 | 0 |
_a Berry, Vincent _eauthor |
245 | 0 | 0 | _aNavigating Video Games |
260 | _c2011. | ||
500 | _a36 | ||
520 | _aWhile video games have become a major cultural practice, we still know little about the diversity of the video game audiences and their practices. Identifying the main issues in the reticularization of the territories in which video game are used, and rising above normative debates on violence and addiction, requires a multidisciplinary approach, at the interface between social and cultural geography, and the sociology of cultural practices. The analysis of video games as spatial systems enable an understanding of the interaction between the different levels of video game practices, and refocuses study on the players themselves. | ||
690 | _aspace | ||
690 | _aterritory | ||
690 | _avideo game | ||
690 | _acultural practice | ||
690 | _anetwork | ||
786 | 0 | _nL’Espace géographique | 40 | 3 | 2011-09-01 | p. 245-262 | 0046-2497 | |
856 | 4 | 1 | _uhttps://shs.cairn.info/journal-espace-geographique-2011-3-page-245?lang=en&redirect-ssocas=7080 |
999 |
_c471145 _d471145 |