VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
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Geek Policing: Fake Geek Girls and Contested Attention
International Journal of Communication 9(2015), 2862–2880 1932–8036/20150005 Geek Policing: Fake Geek Girls and Contested Attention JOSEPH REAGLE1 Northeastern University, USA I frame the 2012–2013 discourse about “fake geek girls” using Bourdieu’s theory of fields and capital, complemented by the literature on geeks, authenticity, and boundary policing. This discourse permits me to identify the reciprocal relationship between the policing of identity (e.g., Am I a geek?) and the policing of social boundaries (e.g., Is liking an X-Men movie sufficiently geeky?). Additionally, geekdom is gendered, and the policing of fake geek girls can be understood as a conflict over what is attended to (knowledge or attractiveness), by whom (geekdom or mainstream), and the meaning of received attention (as empowering or objectifying). Finally, despite the emergence of a more progressive and welcoming notion of geeks-who-share, the conversation tended to manifest the values of dominant (androcentric) members. That is, in a discourse started by a woman to encourage other women to be geeky, some of the loudest voices were those judging women’s bodies and brains according to traditionally androcentric and heteronormative values. Consequently, in this boundary and identity policing, women faced significant double binds, and the discourse exemplified a critical boomerang in which a critique by a woman circled back to become a scrutiny of women by men. Keywords: authenticity, boundaries, capital, geek, gender, policing, subculture In March 2012, Tara Tiger Brown (2012), a self-described “tech entrepreneur, educator and opinion writer,” wrote an article entitled “Dear Fake Geek Girls: Please Go Away.” The article prompted much discussion, generating 250 comments below the article itself as well as thousands of comments elsewhere. -
Copyrighted Material
chapter six INTO THE CLASSROOM Pedagogical Approaches to the Rhetoric of Intellectualism and Anti-intellectualism COPYRIGHTED ForMATERIAL the past ten years, to engage my first-year composition students in the important work of thinking and writing critically about the messages concerning education and intellectualism that surround them, I have been introducing them to the prominent voices—both academic and popular— sending these messages. I have also been aiding them in examining the context, rhetorical strategies, and potential consequences of such messages. With the goals of teaching students how to think critically about the rhetoric that surrounds them and also how to effectively and thoughtfully employ rhetorical strategies in their own communication of ideas, the first-year composition course has seemed an appropriate place to encourage students to analyze and respond to this rhetoric. It is important to engage students in a study of the rhetoric of intellectualism and anti-intellectualism in the United States not only because it shapes education reform, public policy, and public ideas about literacy and learning but also because it influences students’ own attitudes, experiences, and actions. In addition, it is important for us to employ a pedagogical approach that encourages and empowers students to become critical, active participants in these academic and public 119 conversations because (as the survey in chapter 1 makes clear) students’ voices are not currently present in these discussions. In this chapter, I discuss two examples of my work engaging undergradu- ates in a critical analysis of the rhetoric of intellectualism and anti-intellectu- alism in the United States. I describe the assignments and discern both what students learned from their work in the class and what rhetoric, composition, and literacy studies scholars can learn from students’ conclusions. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Structure in Persuasion
English Structure in Persuasion About this Lesson The purpose of this lesson is to compare, analyze, and evaluate the claims, persuasive techniques, and structures of two opinion pieces originally printed in newspapers. Students will read the texts, paragraph by paragraph, and determine the purpose of each paragraph while analyzing and evaluating the effectiveness of the techniques the writers use to defend their claims. Students will also read an additional brief excerpt, identify the claim, and practice writing a concession and counterargument following a model. Passages for LTF® lessons are selected to challenge students while lessons and activities make texts accessible. Guided practice with challenging texts allows students to gain the proficiency necessary to read independently at or above grade level. This lesson is included in Module 10: Analyzing Organization and Syntax. Objectives Students will compare, analyze, and evaluate claims, persuasive techniques, and structures in two TEACHER contrasting texts. evaluate the effectiveness of techniques a writer uses to defend his or her claims. write a concession and counterargument in response to an argument. Level Grades Six through Ten Connection to Common Core Standards for English Language Arts LTF Foundation Lessons are designed to be used across grade levels and therefore are aligned to the CCSS Anchor Standards. Teachers should consult their own grade-level-specific Standards. The activities in this lesson allow teachers to address the following Common Core Standards: Explicitly addressed in this lesson Code Standard Level of Depth of Thinking Knowledge R.1 Read closely to determine what the text says Understand III explicitly and to make logical inferences from it. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
ODROID-HC2: 3.5” High Powered Storage February 1, 2018
ODROID WiFi Access Point: Share Files Via Samba February 1, 2018 How to setup an ODROID with a WiFi access point so that an ODROID’s hard drive can be accessed and modied from another computer. This is primarily aimed at allowing access to images, videos, and log les on the ODROID. ODROID-HC2: 3.5” High powered storage February 1, 2018 The ODROID-HC2 is an aordable mini PC and perfect solution for a network attached storage (NAS) server. This device home cloud-server capabilities centralizes data and enables users to share and stream multimedia les to phones, tablets, and other devices across a network. It is an ideal tool for many use Using SquashFS As A Read-Only Root File System February 1, 2018 This guide describes the usage of SquashFS PiFace: Control and Display 2 February 1, 2018 For those who have the PiFace Control and Display 2, and want to make it compatible with the ODROID-C2 Android Gaming: Data Wing, Space Frontier, and Retro Shooting – Pixel Space Shooter February 1, 2018 Variations on a theme! Race, blast into space, and blast things into pieces that are racing towards us. The fun doesn’t need to stop when you take a break from your projects. Our monthly pick on Android games. Linux Gaming: Saturn Games – Part 1 February 1, 2018 I think it’s time we go into a bit more detail about Sega Saturn for the ODROID-XU3/XU4 Gaming Console: Running Your Favorite Games On An ODROID-C2 Using Android February 1, 2018 I built a gaming console using an ODROID-C2 running Android 6 Controller Area Network (CAN) Bus: Implementation -
Esports Library Topical Guide a List of Selected Resources
Esports Library Topical Guide A List of Selected Resources E-BOOKS Click on images STREAMING VIDEOS A Gamer's Life: The Lives of Gaming in Color: The Queer State of Play: The World of Geek Girls: The Hidden Half of Professional Video Game Side of Gaming South-Korean Professional Fan Culture Players Video Gamers Rise of the Supergamer TEDTalks: Herman Narula— TEDTalks: Daphne Bavelier— Video Games Will Make Us The Transformative Power of Your Brain on Video Games Smarter: A Debate Video Games Contact Us Website www.ntc.edu/library Email [email protected] Phone 715.803.1115 Revised 11/9/2020 1 Esports Library Topical Guide A List of Selected Resources Articles NTC Esports Links A Controller That Lets Gamers Play in Their Own Way AbleGamers helps level the playing field for disabled gamers Are E-Sports Real Sports? Coming Out of the Virtual Closet Conquering Gender Stereotype Threat in "Digit Sports": Effects of Gender Swapping on Female Players' Continuous Participation Intention in ESports. CyberPsychology - Special issue: Experience and Benefits of Game Playing Esports: Change is needed for women to feel welcome, says Vitality boss Exploring the Benefits of Digital Interactive Games on People's Health NTC Esports Page For Gamers With Disabilities, Creative Controllers Open Worlds Gender and video games: How is female gender generally represented in various genres of video games? Health Benefits of Gaming. How women are breaking into the lucrative world of professional gaming; A rising group of talented, charismatic and business-savvy -
Fictionally Flipping Tetrominoes? Defining the Fictionality of a Videogame Player’S Actions
The Philosophy of Computer Games Conference, Kraków 2017 Fictionally Flipping Tetrominoes? Defining the Fictionality of a Videogame Player’s Actions Nele Van de Mosselaer University of Antwerp “I have never fought a goblin in real life, though fictionally I’ve fought many of them.” (Tavinor 2009: 24) We can save Little Sisters in Bioshock, help our team members in Mass Effect, kill orcs in Shadow of Mordor, and race spaceships in WipeOut. Players of computer games interact with fictional objects, save characters that are invented, and kill monsters that are clearly non- existent within worlds that are mere representations on a screen. But how should we understand these actions, which players say to perform while they are never really performed? When describing situations as these, authors both in the philosophy of computer games and videogame studies often talk about fictional actions (Tavinor 2009; Matsunaga 2016; Robson and Meskin 2016; Velleman 2008). However, the concept of fictional actions is not always unambiguously or explicitly described and it is thus not always clear how this concept has to be understood. In this paper, I will use the case of Tetris actions to explore descriptions of fictional actions and discuss possible problems with existing views. I will first describe the Waltonian way of defining fictional actions and discuss how this would force us to call player actions in Tetris fictional. I will then assess two possible new conditions for fictional actions hinted at by Grant Tavinor, who refuses to call player actions in Tetris fictional actions. The first possibility is that the (non-)fictional status of videogame actions depends on the nature of the affordances to which the players react (Tavinor 2009; Juul 2005). -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Soitissue 17 Aug 24Th 2011
HONI SOIT Issue 17 aug 24th 2011 6.30pm Life is no dress rehearsal (except when you are actually just rehearsing for something).Sydney Dance Company is holding a WORK-IN- PROGRESS EVENING for ‘The Land of Yes and the Land of No’. Artistic director Rafael Bonachela will talk about his ideas and the work. FREE. 6-7. 30PM Free knowledge! Head to the Law School foyer for Dr. Victor Boantza’s talk JOSEPH PRIESTLY: ENLIGHTENMENT, WED SCIENCE AND DISSENT. Priestly, the controversial 18th century scientist and writer led a fascinating life, and his science, art, religion and political thought will all be discussed tonight. Thinking caps on! PICK OF THE WEEK 8PM 24th Sydney Uni spawn DOMEYKO/GONZALES are taking the stage every Thursday in August, bringing their post-rock pleasure to the Lansdowne for a grand total of FREE. 5-8pM BEAT THE SYSTEM and SYDNEY UNI RADIO SOCIETY cordially invite you to pop, lock and sip some sizzurp to mark the start of their Verge Festival radio broadcast. There will be free purple ‘dranks’ (we don’t really know what that means) and phat beats courtesy from hip hop DJs. Get low (and by ‘low’ we mean ‘to Hermann’s’). 7pm Joining the revue party are Architecture - NINETEEN • EIGHTY FLOOR, Engineering - JAMES BLONDE - THE MAN WITH THE GOLDEN ALE and Science, with NASABLANCA. Their awesome • shows are taking over the Seymour Centre and Manning Bar. Don’t miss out! 8.30pm Calling all fashionistas! The Town Hall will be transformed into a catwalk tonight for A REVIEW OF AUSTRALIAN FASHION WEEK, a showcase of key looks and trends for next season from the best Aussie talent.