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Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Video games and identity(ies)

Video games and identity(ies)

Paperback

General Sociology

ISBN10: 6209766935
ISBN13: 9786209766930
Publisher: Our Knowledge Publishing
Published: Mar 23 2026
Pages: 156
Weight: 0.48
Height: 0.36 Width: 6.00 Depth: 9.00
Language: English
The world is interconnected, and we humans ourselves now act as bridge-builders between life in front of the screen and virtual reality. To speak of a 'single true reality' and a contrasting 'non-reality within the computer' would not be in keeping with our new lifestyles and the significance of digital spaces. Unlike in recent decades, everyday life and communication are increasingly taking place in our digital 'parallel world'. Life in front of the monitor is becoming increasingly blurred with that on the screen, and this trend shows no sign of abating; on the contrary: mobility and flexibility on many levels are now in greater demand than ever, and not just in leisure time; this is why connectivity also plays an essential role in professional life. Computer games constitute a significant part of the digital world. More and more adults nowadays spend their time playing computer games, both online and offline; our everyday lives are increasingly shaped by this so-called gamification. But what actually makes video games so popular and beloved? What is it about digital games that fascinates gamers so much?

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General Sociology