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Adam Crowley

Representations of Poverty in Videogames

Representations of Poverty in Videogames

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This book explores how videogames address contemporary middle-class anxieties about poverty in the United States, using literary studies to identify analytical frameworks. It models how poverty themes can be identified and associated to gain insights into how games can shape and be shaped by players' economic expectations.

Format: Hardback
Length: 163 pages
Publication date: 01 June 2022
Publisher: Springer International Publishing AG


This book makes a compelling case that videogames effectively address contemporary middle-class concerns about poverty in the United States. The early chapters delve into the perception of gaming as a modern form of slumming, examining how titles like "The Elder Scrolls V: Skyrim" and "World of Warcraft" thematize poverty. The argument then shifts to the realm of literary studies to identify analytical frameworks for understanding and addressing these themes. Throughout, the book explores the evolution of the academic field of game studies and utilizes its scholarship to present, frame, and value its key claims and findings. In the conclusion, the book offers a practical approach for identifying and associating poverty themes in videogames to gain deeper insights into how games can shape and be shaped by players' economic expectations.


Introduction:
In recent years, the gaming industry has experienced significant growth and has become increasingly mainstream. While gaming has long been a source of entertainment and leisure, it has also emerged as a platform for exploring social and cultural issues. One such issue that has garnered significant attention in recent years is poverty.

The Argument:
This book argues that videogames address contemporary middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like "The Elder Scrolls V: Skyrim" and "World of Warcraft" thematize poverty. The argument then turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings.

Gaming as a Modern Form of Slumming:
The early chapters of the book examine the perception of gaming as a modern form of slumming. This perception is often linked to the idea that gaming is a waste of time and resources, and that it is associated with negative social outcomes such as addiction, isolation, and violence. The book challenges this perception by arguing that gaming can be a valuable form of cultural expression and social engagement.

Themes of Poverty in Videogames:
The book identifies several themes of poverty in videogames, including economic inequality, social exclusion, and the impact of economic downturns on individuals and communities. These themes are often explored through the narratives and characters in the games, as well as through the game mechanics and systems that shape player experiences.

Literary Studies as an Analytical Framework:
The book makes use of literary studies as an analytical framework for addressing and understanding these themes of poverty in videogames. Literary studies is a field that examines the relationship between literature and society, and it provides valuable insights into the ways in which narratives and symbols can shape cultural perceptions and attitudes. The book argues that game studies can benefit from the insights of literary studies by adopting a more interdisciplinary approach to the study of games.

The Evolution of Game Studies:
The book also considers the evolution of the academic field of game studies. Game studies has emerged as a relatively new field of inquiry, and it has faced challenges in terms of defining the definition and scope of the field. The book argues that game studies has developed over time to become a more inclusive and interdisciplinary field, and that it has the potential to contribute to a broader understanding of the role.

Conclusion:
In conclusion, this book makes a compelling case that videogames effectively address contemporary middle-class concerns about poverty in the United States. The early chapters delve into the perception of gaming as a modern form of slumming, examining how titles like "The Elder Scrolls V: Skyrim" and "World of Warcraft" thematize poverty. The argument then shifts to the realm of literary studies to identify analytical frameworks for understanding and addressing these themes. Throughout, the book explores the evolution of the academic field of game studies and utilizes its scholarship to present, frame, and value its key claims and findings. In the conclusion, the book offers a practical approach for identifying and associating poverty themes in videogames to gain deeper insights into how games can shape and be shaped by players' economic expectations.

Weight: 364g
Dimension: 210 x 148 (mm)
ISBN-13: 9783031001437
Edition number: 1st ed. 2022

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