Cultural Perspectives of Video Games: From Desiger to Player
Title | Cultural Perspectives of Video Games: From Desiger to Player PDF eBook |
Author | |
Publisher | BRILL |
Pages | 207 |
Release | 2020-09-25 |
Genre | Social Science |
ISBN | 1848881614 |
Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.
Gaming Sexism
Title | Gaming Sexism PDF eBook |
Author | Amanda C. Cote |
Publisher | NYU Press |
Pages | 274 |
Release | 2020-09-01 |
Genre | Social Science |
ISBN | 1479838527 |
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.
Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Title | Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives PDF eBook |
Author | Valentine, Keri Duncan |
Publisher | IGI Global |
Pages | 491 |
Release | 2016-06-20 |
Genre | Computers |
ISBN | 1522502629 |
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
Culture at Play: How Video Games Influence and Replicate Our World
Title | Culture at Play: How Video Games Influence and Replicate Our World PDF eBook |
Author | |
Publisher | BRILL |
Pages | 152 |
Release | 2020-11-16 |
Genre | Social Science |
ISBN | 9004439781 |
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.
Power-Up
Title | Power-Up PDF eBook |
Author | Chris Kohler |
Publisher | Courier Dover Publications |
Pages | 337 |
Release | 2016-10-10 |
Genre | Games & Activities |
ISBN | 0486816427 |
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
Embedding Culture into Video Games and Game Design
Title | Embedding Culture into Video Games and Game Design PDF eBook |
Author | Rhett Loban |
Publisher | CRC Press |
Pages | 200 |
Release | 2023-09-04 |
Genre | Computers |
ISBN | 1000931358 |
This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.
On Video Games
Title | On Video Games PDF eBook |
Author | Soraya Murray |
Publisher | Bloomsbury Publishing |
Pages | 334 |
Release | 2017-10-30 |
Genre | Games & Activities |
ISBN | 1786732505 |
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.