Gaming and gamers in times of pandemic

"This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where...

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Weitere Verfasser: Siuda, Piotr (HerausgeberIn), Majewski, Jakub (HerausgeberIn), Chmielewski, Krzysztof (HerausgeberIn)
Format: Elektronisch E-Book
Sprache:English
Veröffentlicht: New York Bloomsbury Academic 2024
Schriftenreihe:Bloomsbury collections
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Datensatz im Suchindex

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spelling Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski
New York Bloomsbury Academic 2024
1 Online-Ressource (288 Seiten) Illustrationen
txt rdacontent
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Bloomsbury collections
"This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay."
Geschichte 2021-2024 gnd rswk-swf
Media studies bicssc
Technology: general issues bicssc
Virtual worlds bicssc
Video games Social aspects
Video games Government policy
COVID-19 Pandemic, 2020- Social aspects
Computerspiel (DE-588)4010457-6 gnd rswk-swf
Pandemie (DE-588)4737034-8 gnd rswk-swf
COVID-19 (DE-588)1206347392 gnd rswk-swf
Medienkonsum (DE-588)4120719-1 gnd rswk-swf
Computerspiel (DE-588)4010457-6 s
Medienkonsum (DE-588)4120719-1 s
COVID-19 (DE-588)1206347392 s
Pandemie (DE-588)4737034-8 s
Geschichte 2021-2024 z
DE-188
Siuda, Piotr (DE-588)1318363306 edt
Majewski, Jakub (DE-588)1345711816 edt
Chmielewski, Krzysztof edt
Erscheint auch als Druck-Ausgabe, hbk 979-8-7651-1023-2
https://doi.org/10.5040/9798765110270?locatt=label:secondary_bloomsburyCollections Verlag URL des Erstveröffentlichers Volltext
spellingShingle Gaming and gamers in times of pandemic
Media studies bicssc
Technology: general issues bicssc
Virtual worlds bicssc
Video games Social aspects
Video games Government policy
COVID-19 Pandemic, 2020- Social aspects
Computerspiel (DE-588)4010457-6 gnd
Pandemie (DE-588)4737034-8 gnd
COVID-19 (DE-588)1206347392 gnd
Medienkonsum (DE-588)4120719-1 gnd
subject_GND (DE-588)4010457-6
(DE-588)4737034-8
(DE-588)1206347392
(DE-588)4120719-1
title Gaming and gamers in times of pandemic
title_auth Gaming and gamers in times of pandemic
title_exact_search Gaming and gamers in times of pandemic
title_full Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski
title_fullStr Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski
title_full_unstemmed Gaming and gamers in times of pandemic edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski
title_short Gaming and gamers in times of pandemic
title_sort gaming and gamers in times of pandemic
topic Media studies bicssc
Technology: general issues bicssc
Virtual worlds bicssc
Video games Social aspects
Video games Government policy
COVID-19 Pandemic, 2020- Social aspects
Computerspiel (DE-588)4010457-6 gnd
Pandemie (DE-588)4737034-8 gnd
COVID-19 (DE-588)1206347392 gnd
Medienkonsum (DE-588)4120719-1 gnd
topic_facet Media studies
Technology: general issues
Virtual worlds
Video games Social aspects
Video games Government policy
COVID-19 Pandemic, 2020- Social aspects
Computerspiel
Pandemie
COVID-19
Medienkonsum
url https://doi.org/10.5040/9798765110270?locatt=label:secondary_bloomsburyCollections
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AT majewskijakub gamingandgamersintimesofpandemic
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