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
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- More about The Child in Videogames: From the Meek, to the Mighty, to the Monstrous
This book examines how videogames represent childhood and how they produce social roles and rules for children in contemporary Western contexts. It makes child-characters in videogames visible and legible, shedding light on how and why the boundaries between adults and children are shifting.
Format: Hardback
Length: 222 pages
Publication date: 17 October 2023
Publisher: Springer International Publishing AG
Drawing from a wide range of disciplines, including Games Studies, Childhood Studies, and Children's Literature Studies, this book shifts the critical discourse away from the binary of whether videogames are inherently "good" or "bad" for child-players and towards exploring how they shape childhood in contemporary Western societies. By meticulously cataloguing and critically analyzing representations of childhood across a vast corpus of over 500 contemporary videogames, the book seeks to bring child-characters to the forefront, making them both visible and legible. Moreover, it aims to demonstrate that the coded representations of kids in virtual worlds offer valuable insights into the evolving dynamics between adults and children, shedding light on the complex processes that shape their interactions and relationships.
The study of childhood has long been a multidisciplinary endeavor, drawing insights from various fields such as psychology, behavioral science, education, and more. However, the representation of children in videogames has often been overlooked, with child-players frequently being the focus of academic discourse. This book seeks to rectify this imbalance by examining the portrayal of child-characters in a wide range of contemporary videogames. Through a comprehensive analysis of these representations, the book aims to shed light on how videogames contribute to the construction of childhood as a social role and set of rules in contemporary Western contexts.
One of the key findings of the book is that child-characters in videogames are often portrayed in ways that reinforce traditional gender roles and stereotypes. For example, girls are frequently depicted as passive and nurturing, while boys are often shown as active and adventurous. These portrayals can have significant implications for children's development, as they may limit their opportunities and perpetuate harmful norms and attitudes.
However, the book also highlights the ways in which videogames can challenge and subvert these traditional representations of childhood. For instance, some games feature child-characters who defy gender norms and break stereotypes, challenging the viewer's assumptions and promoting diversity and inclusivity. These characters can serve as role models for children, encouraging them to explore their identities and challenge societal expectations.
Another important aspect of the book is its exploration of the role of technology in shaping childhood. With the increasing prevalence of digital media and gaming, children are exposed to a wide range of technologies at an early age. The book argues that these technologies can both enhance and complicate the development of childhood, as they offer new opportunities for learning and social interaction but also pose risks and challenges.
For example, the use of social media and online gaming can expose children to harmful content, such as cyberbullying and online predators. Moreover, the constant exposure to screens and digital devices can have negative effects on children's physical and mental health, such as sleep disturbances, obesity, and addiction.
To address these challenges, the book proposes several recommendations for policymakers, educators, and game developers. It calls for more diverse and inclusive representations of children in videogames, as well as for greater attention to the potential risks and benefits of technology in shaping childhood. It also suggests that parents and caregivers play a critical role in promoting healthy and balanced use of technology by children, and that educators should incorporate gaming into their teaching practices to promote critical thinking and problem-solving skills.
In conclusion, this book offers a valuable contribution to the field of Games Studies, Childhood Studies, and Children's Literature Studies by exploring the portrayal of child-characters in contemporary videogames. Through a comprehensive analysis of these representations, the book sheds light on how videogames contribute to the construction of childhood as a social role and set of rules in contemporary Western contexts. It also highlights the ways in which videogames can challenge and subvert traditional representations of childhood, and the role of technology in shaping childhood. By proposing recommendations for policymakers, educators, and game developers, the book aims to promote a more inclusive and healthy development of children in the digital age.
Weight: 438g
Dimension: 157 x 220 x 21 (mm)
ISBN-13: 9783031423703
Edition number: 1st ed. 2024
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