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The spaces of the videogame

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thesis
posted on 11.07.2018, 08:43 authored by Alex Wade
With their significant impact upon economic, social and political spheres, videogames are a crucial site of sociological research. The spaces in which videogames are played are often referred to by generic terms which does not adequately incorporate or convey the experiences of those who use technologies as a means of communication, work and play. Placing Lefebvre's The Production of Space (1991/1974) as its cornerstone, this thesis examines how Lefebvre's conceptual typology of space can be used as a tool of analysis, arguing that the experiences of postindustrial society is [sic] concurrent to experiences of space transient and in flux. [Continues.]

History

School

  • Social Sciences

Department

  • Communication, Media, Social and Policy Studies

Publisher

© Alex Wade

Publisher statement

This work is made available according to the conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence. Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/

Publication date

2008

Notes

A Doctoral Thesis. Submitted in partial fulfilment of the requirements for the award of Doctor of Philosophy at Loughborough University.

Language

en