Video Games as Culture

Video Games as Culture
Author: Daniel Muriel,Garry Crawford
Publsiher: Routledge
Total Pages: 194
Release: 2018-03-14
Genre: Social Science
ISBN: 9781317223924

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Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Cultural Code

Cultural Code
Author: Phillip Penix-Tadsen
Publsiher: MIT Press
Total Pages: 345
Release: 2016-02-12
Genre: Games & Activities
ISBN: 9780262034050

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How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games
Author: Christopher A. Paul
Publsiher: Unknown
Total Pages: 245
Release: 2018
Genre: Merit (Ethics)
ISBN: 1517900409

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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.

Culture at Play How Video Games Influence and Replicate Our World

Culture at Play  How Video Games Influence and Replicate Our World
Author: Anonim
Publsiher: BRILL
Total Pages: 152
Release: 2020-11-16
Genre: Social Science
ISBN: 9789004439788

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What is video game culture? This volume 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.

Video Games

Video Games
Author: Arthur Asa Berger
Publsiher: Routledge
Total Pages: 119
Release: 2017-07-28
Genre: Social Science
ISBN: 9781351299947

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From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Video Games and Gaming Culture

Video Games and Gaming Culture
Author: Mark J. P. Wolf
Publsiher: Routledge
Total Pages: 1650
Release: 2016
Genre: Video games
ISBN: 1138811262

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Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge s Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field s leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor. "

Videogame Cultures and the Future of Interactive Entertainment

Videogame Cultures and the Future of Interactive Entertainment
Author: Daniel Riha
Publsiher: BRILL
Total Pages: 121
Release: 2020-04-14
Genre: Social Science
ISBN: 9781848880405

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The chapters in this volume reflect the debates that progressed during the 1st Global Conference on Videogames Cultures and the Future of Interactive Entertainment, held as a part of Cyber Hub activity at Mansfield College, Oxford, United Kingdom in July 2009. Accordingly, the edited collection of papers provides a snapshot of the event.

Game Cultures

Game Cultures
Author: Jon Dovey,Helen Kennedy
Publsiher: McGraw-Hill Education (UK)
Total Pages: 184
Release: 2006-05-16
Genre: Sports & Recreation
ISBN: 9780335224876

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This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.