The Culture of Digital Fighting Games

The Culture of Digital Fighting Games
Author: Todd Harper
Publsiher: Routledge
Total Pages: 264
Release: 2013-11-26
Genre: Games & Activities
ISBN: 9781136747717

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This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

The Culture of Digital Fighting Games

The Culture of Digital Fighting Games
Author: Todd Harper
Publsiher: Routledge
Total Pages: 172
Release: 2013-11-26
Genre: Games & Activities
ISBN: 9781136747649

Download The Culture of Digital Fighting Games Book in PDF, Epub and Kindle

This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Mapping Digital Game Culture in China

Mapping Digital Game Culture in China
Author: Marcella Szablewicz
Publsiher: Springer Nature
Total Pages: 229
Release: 2020-02-18
Genre: Social Science
ISBN: 9783030361112

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In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games
Author: Christopher A. Paul
Publsiher: U of Minnesota Press
Total Pages: 308
Release: 2018-02-20
Genre: Games & Activities
ISBN: 9781452956206

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An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

Space and Play in Japanese Videogame Arcades

Space and Play in Japanese Videogame Arcades
Author: Jérémie Pelletier-Gagnon
Publsiher: Taylor & Francis
Total Pages: 195
Release: 2024-05-07
Genre: Social Science
ISBN: 9781040029145

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This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

Versus Fighting Story Digital Omnibus

Versus Fighting Story Digital Omnibus
Author: Izu
Publsiher: Ablaze Publishing
Total Pages: 388
Release: 2023-11-08
Genre: Comics & Graphic Novels
ISBN: PKEY:00009781684972272

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From Japan to the USA, the e-sport phenomenon continues to grow! The first manga dedicated to the world of e-sports competition! Max Volta, leader of a team of professional players, launches an assault on the Capcom Pro Tour, one of the major international competitions for Street Fighter V. Everything does not happen as expected for the arrogant and overconfident Max. Even after being named top pick to win the tournament, he suffers a crushing defeat. Max takes it out on his friends, which leads to his sponsors pulling out. He's afraid his career is over. But then the mysterious Ines offers a return to the basics of ""VS fighting"" and puts together a team capable of beating the Japanese god of fighting games...which will cause a storm in the world of professional gaming! Collecting volumes 1-2 of VERSUS FIGHTING STORY for one great price, this bundle is sure to resonate. Whether you're a beginner or a combat game specialist, you'll enjoy taking a dive into the heart of the competition in this humorous adventure and its gallery of colorful characters! Officially endorsed by Capcom and the fighting game community, featuring genuine Street Fighter characters, and produced in the vein of the best sports shonen, discover the e-sports spirit as you have seen it before.

Governance of Digital Game Environments and Cultural Diversity

Governance of Digital Game Environments and Cultural Diversity
Author: Christoph Beat Graber
Publsiher: Edward Elgar Publishing
Total Pages: 301
Release: 2010-01-01
Genre: Computers
ISBN: 9781849806350

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'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the business, legal and sociological implications of digital gaming. Innovative, fast-paced, and engaging as games themselves, these scholarly works provide invaluable insight for academics, policy makers and perhaps even participants themselves about the reality behind virtual worlds.' Shubha Ghosh, University of Wisconsin Law School, US 'This is an excellent and path-breaking collection of sharp and carefully researched essays. It provides wonderful insights on numerous important aspects of the complex relationship between play, cultural diversity, communications policy, and the governance of virtual societies. The phenomenal growth of these new digital realms has raised important questions across the academic disciplines, making this book's interdisciplinary focus extremely helpful to potential regulators and university scholars alike.' Greg Lastowka, Rutgers School of law, Camden, US This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and in particular digital games and virtual worlds.

Teaching for Equity Justice and Antiracism with Digital Literacy Practices

Teaching for Equity  Justice  and Antiracism with Digital Literacy Practices
Author: Meghan E. Barnes,Rick Marlatt
Publsiher: Taylor & Francis
Total Pages: 267
Release: 2024-05-30
Genre: Language Arts & Disciplines
ISBN: 9781040012611

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To embrace today’s culturally and linguistically diverse secondary English Language Arts (ELA) classrooms, this text presents ways in which teachers can use digital tools in the service of antiracist teaching and developing equity-oriented mindsets in teaching and learning. Addressing how the use of digital tools and literacy practices can be woven into current ELA curricula, and with consistent sections, each chapter covers a different aspect of digital tool use, including multimodal texts, critical media literacies, connection-building, and digital composing. Understanding that no classroom is a monolith, Barnes and Marlatt’s timely text presents practical applications and resources suitable for different environments, including urban and rural contexts. The volume is essential reading in courses on ELA/literacy methods and multicultural education.