membership.
Gaming as Culture
edited by Williams, Hendricks and Winkler
I transcribed the table of contents below. Please excuse the messed up
arrangement. Also, the numbering is incorrect.
It was published in 2006. I'm surprised we had not heard of it
already.
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I. SOCIAL REALITY
1. The Role-Playing Game and the Game of Role-Playing: The Ludic Self
and Everyday Life
2. Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing
Gaming
3. Social Events and Roles in Magic: A Semiotic Analysis
II. IDENTITY
Consumption and Authenticity in the Collectible Strategy Games
Subculture
1. Desktop Conquistadors: Negotiating American Manhood in the Digital
Fantasy Role-Playing Game
2. Playing with Identity: Unconscious Desire and Role-Playing Games
3. The Business and Culture of Gaming
III. EXPERIENCE
1. Online Gaming and the Interactional Self: Identity Interplay in
Situated Practice
2. Invoking the Avatar: Gaming Skills as Cultural and Out-of-Game
Capital
3. Vicarious Experience: Staying There Connected With and Through Our
Own and Other Characters
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