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What is video game culture and video games as culture? Culture at Play avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture, and do so from four perspectives: Players: Types and Identities; The Human/The Machine: Agents, Ethics, and Affect; Compassion, Recognition, and the Interpersonal; and Learning through Play. As a form of play, video games can greatly affect our lives. As digital objects, they participate in our digital lives. As both, they have a noticeable impact on our relationships with others, with society, and with ourselves, and this is the scope of this book.
The concept of friendship is more easily valued than it is described: this volume brings together reflections on its meaning and practice in a variety of social and cultural settings in history and in the present time, focusing on Asia and the Western, Euro-American world.
The extension of the group in which friendship is recognized, and degrees of intimacy (whether or not involving an erotic dimension) and genuine appreciation may vary widely. Friendship may simply include kinship bonds—solidarity being one of its more general characteristics. In various contexts of travelling, migration, and a dearth of offspring, friendship may take over roles of kinship, also in terms of care.