Seller: ThriftBooks-Dallas, Dallas, TX, U.S.A.
Paperback. Condition: Fair. No Jacket. Readable copy. Pages may have considerable notes/highlighting. ~ ThriftBooks: Read More, Spend Less.
Seller: clickgoodwillbooks, Indianapolis, IN, U.S.A.
Condition: acceptable. Used - Acceptable: All pages and the cover are intact, but shrink wrap, dust covers, or boxed set case may be missing. Pages may include limited notes, highlighting, or minor water damage but the text is readable. Item may be missing bundled media.
Seller: Patrico Books, Apollo Beach, FL, U.S.A.
paperback. Condition: Fair. Former library book. Ships Out Tomorrow!
Language: English
Published by McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Better World Books, Mishawaka, IN, U.S.A.
First Edition
Condition: Very Good. 1st Edition. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.
Seller: Textbooks_Source, Columbia, MO, U.S.A.
First Edition
paperback. Condition: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: As New. Unread book in perfect condition.
Language: English
Published by McFarland and Co Inc, US, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
Paperback. Condition: New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: New.
Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom
Paperback. Condition: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.
Language: English
Published by McFarland & Co Inc, Jefferson, NC, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
First Edition
Paperback. Condition: new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
£ 23.94
Quantity: Over 20 available
Add to basketPaperback / softback. Condition: New. New copy - Usually dispatched within 4 working days.
Seller: Chiron Media, Wallingford, United Kingdom
PF. Condition: New.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: As New. Unread book in perfect condition.
Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 27.25
Quantity: Over 20 available
Add to basketCondition: New. In.
Language: English
Published by McFarland & Co Inc Pub, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 1st edition. 224 pages. 9.25x6.25x0.75 inches. In Stock.
Language: English
Published by McFarland & Co Inc, Jefferson, NC, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: AussieBookSeller, Truganina, VIC, Australia
First Edition
Paperback. Condition: new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Language: English
Published by McFarland and Co Inc, US, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Rarewaves.com UK, London, United Kingdom
Paperback. Condition: New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
Language: English
Published by McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New. Print on Demand pp. viii + 224.
Language: English
Published by McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. Print on Demand pp. viii + 224 Index.
Language: English
Published by McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New. PRINT ON DEMAND pp. viii + 224.
Seller: THE SAINT BOOKSTORE, Southport, United Kingdom
£ 42.68
Quantity: Over 20 available
Add to basketPaperback / softback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Language: English
Published by McFarland and Company, Inc., 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Seller: moluna, Greven, Germany
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the c.
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology.This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality.Instructors considering this book for use in a course may request an examination copy here.
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Gaming as Culture | Essays on Reality, Identity and Experience in Fantasy Games | J. Patrick Williams (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2006 | McFarland | EAN 9780786424368 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.