Catálogo de publicaciones - revistas
Games and Culture: A Journal of Interactive Media
Resumen/Descripción – provisto por la editorial en inglés
Games and Culture (G&C), peer-reviewed and published quarterly, is an international journal that promotes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies and its scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives.Palabras clave – provistas por la editorial
No disponibles.
Disponibilidad
Institución detectada | Período | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | desde ene. 2006 / hasta dic. 2023 | SAGE Journals |
Información
Tipo de recurso:
revistas
ISSN impreso
1555-4120
ISSN electrónico
1555-4139
Editor responsable
SAGE Publishing (SAGE)
País de edición
Estados Unidos
Fecha de publicación
2006-
Tabla de contenidos
One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity
David O. Dowling; Christopher Goetz; Daniel Lathrop
<jats:p> Since the #GamerGate controversy erupted in 2014, anti-feminist gamers continue to lash out at feminists and supporters of progressive and inclusive gaming content. A key strategy in this discourse is the sharing of content via links on Twitter, which accompany messages positioning the sender on either side of the debate. Through qualitative analysis of a data set drawn from 1,311 tweets from 2016 to 2017, we argue that tweeted links are a salient tool for signaling affiliation with gaming communities. For anti-feminist gamers, the tweeted link defines masculinist gamer identity and constructs social boundaries against the increasing diversification of video game culture reflected in higher overall rates of feminist tweets. Links can be construed as revelatory of boundary work and thus can help shed insight on the extent to which #GamerGate discourse was intended to defend gaming culture as an exclusively masculine space. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 982-1003
How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes
Matthew E. Perks
<jats:p> Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 1004-1025
I Coveted That Wind: Ganondorf, Buddhism, and Hyrule’s Apocalyptic Cycle
Kathryn Hemmann
<jats:p> This article examines the cultural background informing the overarching narrative of the Legend of Zelda series, focusing on the references to Japanese religious traditions associated with the characters Ganondorf, Demise, and Calamity Ganon. The destruction enacted by these antagonists is not entirely negative; rather, it is a part of the cycle of rebirth that is necessary for the renewal of Hyrule both within the series mythology and in the context of the player’s delight in the postapocalyptic and preindustrial green spaces that characterize the games in the Zelda franchise. A close reading of the original Japanese-language script of Breath of the Wild (2017), Skyward Sword (2011), and The Wind Waker (2002) reveals that the various permutations of Ganon add cultural depth to the games, thus endowing the conflicts underlying their stories with a greater sense of literary complexity. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 3-21
Balancing Gender Identity and Gamer Identity: Gender Issues Faced by Wang ‘BaiZe’ Xinyu at the 2017 Hearthstone Summer Championship
Sam Schelfhout; Matthew T. Bowers; Y. Andrew Hao
<jats:p> This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese Hearthstone player who became the first woman to compete in a Hearthstone Championship Tour event in the game’s 3-year history. The narrative surrounding BaiZe’s participation largely focused on her gender and ignored the achievements that led her to qualify for the event. We argue that BaiZe’s entrance to the championship scene was received negatively by both competitors and spectators, reinforcing barriers that exclude women and nonbinary people from entering this male-dominated space. The discrimination faced by these esports competitors reinforces sexism inherent not only in Hearthstone but also in esports in general. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 22-41
Gender Composition of Teams and Studios in Video Game Development
Eric N. Bailey; Kazunori Miyata; Tetsuhiko Yoshida
<jats:p> Women in video game development face issues such as the pay disparity reported at Rockstar North and the “bro culture” issues reported within Riot Games. Some development roles are rewarded more, whether by pay or creative voice, than others. Although there has been research into gender disparity by roles within other entertainment industries, such as the movie industry, there has yet to be a data-based examination of gender disparity broken down by role within the video game industry. To provide a more nuanced examination of the gender gap that exists in game development, we analyze the gender and roles for 14,265 staff listed in the credits of 27 games produced by seven of the video game publishers most represented in top seller lists to discover how the distribution of women and men varies by role. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 42-64
Esports Gambling: Market Structure and Biases
Kevin Sweeney; M. H. Tuttle; M. Douglas Berg
<jats:p> Esports is one of the fastest growing avenues of entertainment in the world today, projected to have revenues approaching US$1.5 billion by year 2020. The large growth of this market has led to similarly large growth in the gambling industry around esports, with some estimates predicting over US$7.4 billion in wagers made in 2018. In this article, we explain the nuances of the esports gambling market that differentiate it from the traditional sports betting market, such as “skins” betting, and empirically examine the biases present in wagering for two different esport titles ( Counter-Strike: Global Offensive and Dota 2) at two esports gambling websites. We find that real money and skins gambling markets have different types of market biases. In particular, we find that bettors in real money markets tend to overbet large underdogs, particularly when those underdogs are European teams playing against non-European teams. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 65-91
Toward a Visualization of Video Game Cultural History: Grasping the French Touch
Carl Therrien; Isabelle Lefebvre; Jean-Charles Ray
<jats:p> This article introduces a novel methodology to analyze the historical evolution of the adventure game genre. This method involved the development of an analytical system, online database, and data visualization tool designed to help us understand the evolution of gameplay. Following an overview of these methodological considerations, we present the most common gameplay configurations adopted by adventure games over the years with the help of the data visualization interface. This forms the foundation of a comparative study that seeks to highlight the specificity of French production at the turn of the 1990s. The results shed light on gameplay configurations in a way that effectively articulates a synoptic, macrohistorical perspective with deep inspections of specific games. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 92-115
The Cultural Field of Video Game Production in Australia
Brendan Keogh
<jats:p> Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Japan, videogame production happens in a range of contexts, at a variety of scales, and for a number of reasons. While “the videogame industry” as a sector of the economy accounts for the flow of capital between corporate actors and global markets, as a concept it is insufficient to account for the spectrum of cultural activities and identities that constitute videogame production. In this article, I instead follow Bourdieu to consider videogame production as a cultural field. The videogame field is locally situated and constituted by a contested range of activities and identities implicated in interrelated economic, cultural, and social forces. Drawing from empirical research with videogame makers in Australia, this article’s conceptualization of the videogame field provides ways to better account for the plurality of ways videogames makers navigate economic stability and creative autonomy. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 116-135
Ludosity, Radical Contextualism, and a New Games History: Pleasure, Truth, and Deception in the Mid-20th-Century London Arcade
Benjamin Litherland
<jats:p> This article offers a social history of funfairs and arcades in mid-20th-century urban England. Critiquing existing histories of games for often neglecting players and the specific locales in which games are played, it draws on both new cinema history and cultural studies’ conception of “radical contextualism” to outline what the article describes as a game’s ludosity. Ludosity, the article proposes, is the condition or quality of game partcipation as shaped by a range of agents, institutions, and contexts. Utilizing mass observation records, it offers a detailed analysis of the ways in which social interactions influenced ludic experiences of pinball tables and crane machines and posits that games history needs to center players in order to fully conceptualize games in history. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 139-159
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games
Lisa Mendelman; Rabindra A. Ratan; Joseph Fordham; Megan Knittel; Oskar Milik
<jats:p> This article examines how the embodied experience of contemporary avatar use overlaps with 19th-century American sentimental literature and cultural assumptions about gender and readerly identification in that period. Drawing on recent quantitative and qualitative research on avatar use and ongoing scholarship on nineteenth-century literature, we offer theoretical insights about the resonance between historical and contemporary understandings of media consumption as it intersects with cultural notions of sex and gender differences. Theories of sentimentalism help us to reconsider how gender is conceptualized in quantitative studies of avatars. Our cross-disciplinary study of embodiment and visceral experience thus argues for expanding modes of inquiry within quantitative games scholarship to more fully capture the interplay between gender identity and individual factors in avatar experiences. We conclude with three strategies for quantitative games scholars to consider as a means to enrich our understanding of the complexities of gender in modern game contexts. </jats:p>
Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.
Pp. 160-186