Games and Subcultural Theory
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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 -
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. -
“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. -
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 -
From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities
FROM GIRLFRIEND TO GAMER: NEGOTIATING PLACE IN THE HARDCORE/CASUAL DIVIDE OF ONLINE VIDEO GAME COMMUNITIES Erica Kubik A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2010 Committee: Radhika Gajjala, Advisor Amy Robinson Graduate Faculty Representative Kristine Blair Donald McQuarie ii ABSTRACT Radhika Gajjala, Advisor The stereotypical video gamer has traditionally been seen as a young, white, male; even though female gamers have also always been part of video game cultures. Recent changes in the landscape of video games, especially game marketers’ increasing interest in expanding the market, have made the subject of women in gaming more noticeable than ever. This dissertation asked how gender, especially females as a troubling demographic marking difference, shaped video game cultures in the recent past. This dissertation focused primarily on cultures found on the Internet as they related to video game consoles as they took shape during the beginning of the seventh generation of consoles, between 2005 and 2009. Using discourse analysis, this dissertation analyzed the ways gendered speech was used by cultural members to define not only the limits and values of a generalizable video game culture, but also to define the idealized gamer. This dissertation found that video game cultures exhibited the same biases against women that many other cyber/digital cultures employed, as evidenced by feminist scholars of technology. Specifically, female gamers were often perceived as less authoritative of technology than male gamers. This was especially true when the concept “hardcore” was employed to describe the ideals of gaming culture. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
The Power of Play: the Portrayal and Performance of Race in Video Games." the Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen
Citation: Everett, Anna, and Craig Watkins. “The Power of Play: The Portrayal and Performance of Race in Video Games." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 141–166. doi: 10.1162/dmal.9780262693646.141 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. The Power of Play: The Portrayal and Performance of Race in Video Games Anna Everett University of California, Santa Barbara, Department of Film Studies S. Craig Watkins The University of Texas at Austin, Department of Radio-Television-Film Introduction: Young People, Games, and Learning The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America. -
Ross Burgess, the Patriarchy and the Playstation.Pdf
Burgess 1 Ross Burgess Professor Daniel Woody UCWR 110 6 December 2016 The Patriarchy and the PlayStation: A Look at Misogyny in Video Game Culture One of my earliest childhood memories is playing the original Super Mario Brothers on the Nintendo Entertainment System with my little sister. For hours, we would try and rescue Mario’s princess only to discover she was in another castle. The video game system was a gift to both of us from our grandmother, but as we grew older my sister’s interests turned towards literature. In contrast, I became a video game enthusiast who sometimes veered into the fanatic territory. Throughout my adolescence, I gamed on a Super Nintendo, then a PlayStation, and by my teenage years I spent hours with my PlayStation 2. Video games were a part of my identity, but I had only a vague idea about American society’s debate regarding the dangers of video games. I have a fuzzy memory of getting thrown out of my friend James’ house because I had brought over a copy of the game Mortal Kombat. James’ mother passed by the den at the exact moment that our match ended with a gory decapitation by way of a vicious uppercut. The next thing I knew the television blinked off, our playdate was over, and we would have to play Mortal Kombat at my house going forward. I wasn’t aware of the controversy regarding violence in video games until my aunt refused to buy me Grand Theft Auto for Christmas. Bluntly she told me that it was a game where the goal was having sex with and then killing prostitutes. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Gamer Speak: Analyzing Masculine Speech in Gaming Culture
Gamer Speak: Analyzing Masculine Speech in Gaming Culture Adrianna L. Chandler Linguistics Faculty Mentor: Dr. Lynn Burley The video gaming community is often stigmatized as having characteristics of toxic masculinity, such as misogyny, homophobia and a tendency for violent behavior. While it has been well documented that the video gaming community is dominated by male gamers, and that there are many instances of toxicity within the community, does this mean that the speech of the community is overwhelmingly masculine, in the stereotypically hegemonic sense? If not, what kind of masculinity, or femininity, is the typical gamer more likely to perform in their speech? And is there evidence of this speech actively working to reinforce the characteristics of toxic masculinity within the community? The purpose of this paper is to answer these questions, through reviewing previously researched academic articles, and through discourse analysis of three random online discussion boards, analyzing the use of masculine speech features within each discussion. The research portion seeks to identify what aspects of speech qualify as masculine, give context of gamer culture as well as insight into the online gaming community, and identify the role masculinity plays within modern gamer culture. The analysis portion analyses randomly CLA Journal 7 (2019) pp. 11-34 12 selected discussion boards from the gaming community, sharing opinions on video game topics on games such as the Kingdom Hearts franchise, Red Dead Redemption 2 and Cuphead. Through using discourse analysis, excerpts from these discussions are analyzed for any of the aspects of masculinity found within the research section. Lastly, the findings from the analysis are summarized and concluded, and all the questions put forth are answered. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in Youtube
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 12-18-2018 1:00 PM A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in YouTube Ana Ruiz Segarra The University of Western Ontario Supervisor Suárez, Juan-Luis The University of Western Ontario Graduate Program in Hispanic Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Ana Ruiz Segarra 2018 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Digital Humanities Commons, Leisure Studies Commons, Other Languages, Societies, and Cultures Commons, Social and Cultural Anthropology Commons, and the Sociology of Culture Commons Recommended Citation Ruiz Segarra, Ana, "A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in YouTube" (2018). Electronic Thesis and Dissertation Repository. 5934. https://ir.lib.uwo.ca/etd/5934 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract Video games have become an important part of the global popular cultures that are connecting broader audiences of all ages around the world. A recent phenomenon that has lasted almost ten years is the creation and upload of gaming-related videos on YouTube, where Let’s Plays have a considerable presence. Let’s Plays are videos of people playing video games, usually including the game footage and narrated by the players themselves.