In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescen
Kline (Simon Fraser University) and Dyer-Witheford (University of Western Ontario) trace the development of the video/computer gaming subculture and industry, then examine contradictions within the in
The editors (two doctoral candidates in communications at Simon Fraser U., Canada, and a professor of sociology at Queen's U., Canada) present an eclectic collection of 19 papers that explore the inte