Cultural Representations in Digital Games (Editorial)

Keywords: digital games, cultural representations, identity, culture, language, game producers

Abstract

Welcome to this new issue of the Journal of Digital Media & Interaction. As we are heading towards New Year’s Eve, it is our pleasure to devote this entire issue to the production of a Dossier dedicated to the exchange of meaning that our language may convey within physically simulated or fictionally recreated worlds in digital games...

Editorial of the nº11, vol. 4, of 2021.

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References

Castronova, E. (2005). Synthetic Worlds:The Business and Culture of Online Games, Chicago, USA:The University of Chicago Press

Du Gay, P., Hall, S., Janes, L., Mackay, H., Negus, K. (1997). Doing Cultural Studies: The Story of the Sony Walkman, London, UK: SAGE Publications.

Hall, S. (1997). Introduction. In S. Hall (Eds). Representation: Cultural Representations and Signifying Practices. London, UK: SAGE Publications Ltd.

Published
2021-12-31