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The Child in Videogames

- From the Meek, to the Mighty, to the Monstrous

About The Child in Videogames

Drawing across Games Studies, Childhood Studies, and Children's Literature Studies, this book redirects critical conversations away from questions of whether videogames are 'good' or 'bad' for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate - particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.

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  • Language:
  • English
  • ISBN:
  • 9783031423703
  • Binding:
  • Hardback
  • Pages:
  • 173
  • Published:
  • October 16, 2023
  • Dimensions:
  • 148x210x14 mm.
  • Weight:
  • 435 g.
  In stock
Delivery: 3-5 business days
Expected delivery: July 10, 2025

Description of The Child in Videogames

Drawing across Games Studies, Childhood Studies, and Children's Literature Studies, this book redirects critical conversations away from questions of whether videogames are 'good' or 'bad' for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate - particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.

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