Games and Culture's scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other possible arenas include
- Issues of gaming culture related to race, class, gender, and sexuality
- Issues of game development
- Textual and cultural analysis of games as artifacts
- Issues of political economy and public policy in both US and international arenas
Of primary importance will be the bridging of the gap between games studies scholarship in the United States and Europe. One of the principal goals of the journal will be to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts. A second goal will be to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.
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About SAGE:
SAGE Publications (www.sagepublications) is a leading international publisher of journals, books, and electronic media for scholarly, educational and professional marketing. Since 1965, SAGE has helped inform and educate a global community of scholars, practitioners, researchers, and students. SAGE Publications, a privately owned corporation, has principal offices in Thousand Oaks, California; London, United Kingdom; and New Delhi, India.