Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Communication (6)
- Critical and Cultural Studies (6)
- Arts and Humanities (4)
- Sociology (4)
- Art and Design (2)
-
- Game Design (2)
- Gender and Sexuality (2)
- Social Psychology and Interaction (2)
- Discourse and Text Linguistics (1)
- Feminist, Gender, and Sexuality Studies (1)
- Graphic Design (1)
- International and Intercultural Communication (1)
- Interpersonal and Small Group Communication (1)
- Linguistics (1)
- Personality and Social Contexts (1)
- Psychology (1)
- Slavic Languages and Societies (1)
- Sports Studies (1)
Articles 1 - 9 of 9
Full-Text Articles in Leisure Studies
Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin
Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin
Reconstruction: Studies in Contemporary Culture
As part of her wildly popular Harry Potter fantasy series, author J.K. Rowling created a setting of magical characters to populate magical towns, perform magical jobs, purchase magical products -- and play a magical game called Quidditch. This fast-paced team sport played on broomsticks is both a participant and a spectator sport, and forms a nucleus of leisure activity and discourse in the Harry Potter books. From preschoolers to professionals, wizards in Rowling's world incorporate this virtual sport into their everyday lives. Rowling's development of Quidditch -– some have suggested that Rowling's intense dislike of school hockey practices sparked the …
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
Reconstruction: Studies in Contemporary Culture
From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …
The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova
The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova
Reconstruction: Studies in Contemporary Culture
This chapter addresses the issue of card playing in the Russian village of the second half of the nineteenth century. The author challenges a widely spread stereotype that Russian peasants did not play in any other way that merely for fun or for entertainment, but rather shows that this view is inconsistent with historical reality, which places card play at the center of daily social life. Social changes of village life after peasants' emancipation (1861) brought about systematic contacts of rural and urban population in many provinces of the country. As a result, a number of city habits and practices …
The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin
The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin
Reconstruction: Studies in Contemporary Culture
This article takes as its point of departure the fact that playing and tarot cards have generally been ignored as a topic for scholarly research, and suggests a number of reasons as to why this might be the case. While on the one hand cards are perceived as a trivial object, their long association with the occult and gambling further exacerbates the lack of serious interest taken in them. Moreover, because playing cards were imported into Europe from the East, they have been both directly and indirectly conceptualized as signifiers of oriental otherness and treated as a threat to the …
More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle
More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle
Reconstruction: Studies in Contemporary Culture
[First paragraph]
The only function women have in D&D is to serve cookies. Gary Gygax, the most well known of the creators of Dungeons & Dragons, claims he did not make this remark (Gel214th). That he did or not is perhaps, some thirty years after the introduction of the first fantasy role-playing game, of concern only to him. The problematic position of women players is a secure feature of the RPG zeitgeist. While few male gamers may openly challenge the assumption that women can or should play fantasy role games such as Dungeons & Dragons, the function of …
Geeks At Play: Doing Masculinity In An Online Gaming Site, Natasha Chen Christensen
Geeks At Play: Doing Masculinity In An Online Gaming Site, Natasha Chen Christensen
Reconstruction: Studies in Contemporary Culture
This paper uses data taken from chat logs within a first person shooter game, Quake Online, in order to explore the performance of gender online. Previous research has shown how physicality is given a position of importance in institutions where masculinity is developed and reproduced such as sports and war; cyberspace offers the opportunity of divorcing the performance of masculinity from the body. Researchers of gender in cyberspace are divided into two perspectives about the effect of the absence of a physical body on the performance of gender: One camp believes that without the constraints of the body, gender in …
Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell
Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell
Reconstruction: Studies in Contemporary Culture
Based on research conducted with a multiplayer gaming group, this article introduces and critically outlines the phenomenon of lanning, the practice where computer game players get together to play each other over a local area network or LAN. The author argues that lanning presents a significant challenge to a number of ingrained assumptions about computer gaming. Primary amongst these is that lanning entails players meeting, not just in the virtual world of a game, but also face to face, dealing a blow to theories that gamers are anti-social. The author argues that the sociality of this form of gameplay also …
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Reconstruction: Studies in Contemporary Culture
The virtual body is already here. Though not as “seamless” as the virtual body envisioned in cyberpunk literature and made popular in films like The Lawnmower Man (1992), hundreds of thousands of people in over 114 countries (“Visitor Center”) daily log into massively multiplayer online role-playing games like Everquest, Ultima Online, Anarchy Online, and Earth and Beyond. These massively multi-player online role-playing games (MMORPGs or MMOs for short) [1] combine the extensive rule systems of traditional role-playing games (or RPGs) such as Advanced Dungeons & Dragons with computer graphic technology and online chat. In these computer …
Multi-Player Computer Gaming: 'Better Than Playing (Pc Games) With Yourself', Melanie Swalwell
Multi-Player Computer Gaming: 'Better Than Playing (Pc Games) With Yourself', Melanie Swalwell
Reconstruction: Studies in Contemporary Culture
[First paragraph]
In the August 2002 issue of Business 2.0, Geoff Keighley sketches the profits that companies such as Sony, Disney, Microsoft and others hope to make, as they enter into, or expand their existing, online multiplayer gaming ventures. With Everquest attracting some 150,000 players within six months of launching, each of whom was prepared to pay $10 a month to participate in online multiplay, it is easy to see why those in the industry are excited at having discovered such an apparently reliable revenue stream, with Keighley citing Sony Pictures Digital Entertainment President, Yair Landau's claim that This is …