Catálogo de publicaciones - revistas

Compartir en
redes sociales


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

Tabla de contenidos

White Masculinity, Creative Desires, and Production Ideology in Video Game Development

Ergin BulutORCID

<jats:p> Game workers have a problem. They code values and ideologies into games, but they are either not aware of it or deny it. Through a constructive and critical engagement with Games of Empire, I propose the concept of “ludic religiosity” to reveal how white masculinity informs game workers’ professional discourses, technological practices, ludic desires, and imaginations. Drawing on three-year-long ethnographic research and in conversation with cultural studies, philosophy of technology, and postcolonial game studies, I revisit desiring machine and ideology, two major concepts from Games of Empire. My goal is to demonstrate the racialized and gendered discourses and practices behind game developers’ desire to produce cognitive capitalism’s “escapist” commodities and rethink ideology within white masculine production cultures. Foregrounding how racialized and gendered practices and imaginations inform the desire behind the global game industry is crucial, especially in the aftermath of Gamergate and the rise of authoritarianism. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 329-341

Feminist and Furious: Diversity Work(ers) Against Game Studies of Empire!

Cody MejeurORCID; Mahli-Ann R. Butt; Alayna Cole

<jats:p> This article builds on Games of Empire by centering the experiences of diversity workers in Game Studies of Empire. Our data were gathered through qualitative mixed methods of in-depth surveys and semi-structured interviews. Participants self-identified to be included in the study, all thinking critically through the definitions of “diversity,” “diversity work(er),” and “game studies.” Thus, this study reports on a tapestry of knowledge and experiences from the various educators and advocates of diversity across academia and the games industry. Diversity workers in Game Studies of Empire are often exploited by their affective attachment to diversity and perform significant unrecognized and uncompensated affective labor. Empire uses diversity workers to produce a quantifiable and tokenizable product of bodies and lived experiences that can be used to further profits for companies, universities, and other institutions. Diversity work(ers) against Game Studies of Empire unite! We will have nothing to lose when we become unchained. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 342-356

Hypermodern Video Games as Emblems of Empire or How the Gaming Multitude Adapts to Hypermodernity

Maude BonenfantORCID

<jats:p> To demonstrate how Games of Empire (Dyer-Witheford, N., &amp; de Peuter, G. (2009). Games of empire. Global capitalism and video games, Minneapolis: University of Minnesota) elaborated an important standpoint within critical game studies, this article discusses the thesis that a specific type of video games perfectly converges with our contemporary modes of representation and praxis, which are best situated within the paradigm of hypermodernity (Lipovetsky, G. (1983). L’ère du vide: Essais sur l’individualisme contemporain. Paris. Gallimard, coll. «Folio essais»; Lipovetsky, G. &amp; Charles, S. (2004). Les temps hypermodernes. Paris: Bernard Grasset, «Nouveau collège de philosophie»). Hypermodernity radicalizes modernity because, within hypermodernity, values such as progress, reason, and happiness are overly ( hyper) actualized rather than surpassed ( post) (Aubert, N. (2006) (dir). L’individu hypermoderne. Toulouse: Eres, coll. «Sociologie clinique»; Giddens, A. (1990). The consequences of modernity. Stanford: Stanford University Press). Based on an archetypal account, that is, a theoretical model rather than a case study, this article will show how hypermodern video games' commercialization and use within a capitalist context are emblematic of hypermodernity. We will also evaluate how these games promote adaptation to hypermodernity toward an "ideal" becoming-player for Empire. In conclusion, if playing can be seen as the multitude's escape hatch out of the dominant order, this article will explain how hypermodern video games, as a media, may also be viewed as a key site where asymmetrical and unequal relationships replicate within Empire. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 357-370

Postscript: Gaming While Empire Burns

Nick Dyer-Witheford; Greig de PeuterORCID

<jats:p> Responding to a journal issue revisiting Games of Empire, this article begins by surveying the state of digital play amid a conjuncture of pandemic lockdown, anti-racism protest, and looming recession. We go on to address criticism of our book’s outlook on “games of multitude” in the face of the reactionary side of gaming culture expressed by Gamergate. We next outline elements of a research itinerary, were we to update our book’s project, including climate crisis, platform proliferation, organizing and organizations, and video gaming’s violent intersections. We conclude by reasserting the need to attend to emancipatory currents within—and against—game cultures. While gaming’s complicity in energy overconsumption and cultures of domination raises serious questions about its contribution to any postcapitalist future, the struggles that might bring us to this point will be waged by combatants whose subjectivities have been formed within the digital complexes of which gaming is now an integral part. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 371-380

Digital Texts and Moral Questions About Immigration: Papers, Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion

Brian McKernanORCID

<jats:p> Scholars and critics have praised the video game, Papers, Please ( PP), for raising critical awareness of sociopolitical issues, including immigration. To begin to determine whether PP stimulated public discussions of pertinent social issues, I adopt insights and techniques from cultural sociology to study how posters in an online forum engage with PP. I use computational topic modeling to reveal the topics forum members discuss and qualitative content analysis to gain a deeper sense of how posters explore these issues. I find the forum does discuss social issues, including immigration. Sociopolitical topics, however, are far from the forum’s primary focus. Moreover, posts primarily rely on the same limited set of immigration frames that major U.S. media outlets use. These findings demonstrate how a game’s social meanings will be shaped not only by the game’s design but also by social factors internal to the public under analysis and broader social dynamics. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 383-406

The Haunting Aesthetics of Tacoma

Ashley P. JonesORCID

<jats:p> Video games are well suited to exploring questions of philosophical intent through their construction and design. Exploring the layered and complex forms of video game design and aesthetics is a growing area of gaming studies that is pointing toward these larger and important questions, even changing the way gaming studies is being approached by scholars. This article examines the relationship between video games’ design and aesthetics and Derrida’s conceptual framework of hauntology. Using Mannon and Temkin’s definition of glitch aesthetics, I conduct a close visual analysis of Tacoma as a case study in how Derrida’s hauntology is present within video games. Tacoma’s aesthetic choices bring to light how video games play with Western understandings of presence, life, and death. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 407-418

Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box

Andrew BradyORCID; Garry Prentice

<jats:p> Loot boxes in video games have blurred the lines between gaming and gambling. Research suggests the thrill from gambling comes from associated increases in physiological arousal not possible monetary gains. Gamers performing microtransactions to purchase loot boxes can lead to similar increases in physiological arousal. However, problematic gamblers no longer receive increases in arousal and become hyposensitive to reward. This hyposensitivity may also be present in problematic gamers. Twenty-five adult male participants took part in the within-participant design experiment measuring heart rate (HR) and galvanic skin response (GSR) while they were gaming and performing a microtransaction. GSR increased from baseline. HR decreased while performing a microtransaction. There was a negative correlation between gaming addiction scores and participants’ physiological arousal. The increases in arousal suggest microtransactions in gaming could potentially lead to problematic levels of use, while hyposensitivity could explain the higher gaming addiction relating to lower arousal during gameplay. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 419-433

Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students

Jeff Biegun; Jason D. EdgertonORCID; Lance W. Roberts

<jats:p> Recently, the issue of problem online video game playing and its potential connection with problem gambling has drawn increased attention. Although conceptually similar to many behavioral addictions, there is still no clear consensus on how to best measure and assess problem video game playing. This study validates one proposed measure of problem video gaming—the Problem Video Game Playing Test (PVGT)—in a Canadian undergraduate university student sample. Multivariate results indicate that problem video gaming is positively associated with the average length of time spent gaming, social alienation, and online gaming motives such as competition, escape, coping, recreation, and socializing; but, contrary to the gateway hypothesis, problem gambling and several of its mental health correlates—depression, anxiety, and stress—are not associated with problem video gaming as measured by the PVGT. Limitations and implications of this analysis are discussed. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 434-456

CryptoKitties and the New Ludic Economy: How Blockchain Introduces Value, Ownership, and Scarcity in Digital Gaming

Alesja Serada; Tanja SihvonenORCID; J. Tuomas Harviainen

<jats:p> This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is CryptoKitties, the first instance of a blockchain-based game that has garnered media recognition and financial interest. The objective of this article is to demonstrate the limits of scarcity in value construction for owners of CryptoKitties tokens, manifested as breedable virtual cats. Our work extends the trends set out by earlier cryptocurrency studies from the perspective of cultural studies. For the purpose of this article, we rely on open blockchain analytics such as DappRadar and Etherscan, as well as player-created analytics, backed by a one-year-long participant observation period in the said game for research material. Combining theoretical cryptocurrency and Bitcoin studies, open data analysis, and virtual ethnography enables a grounded discussion on blockchain-based game design and play. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 457-480

It Does Matter If You Win or Lose, and How You Play the (Video) Game

Vanessa HemovichORCID

<jats:p> Most violent video game (VVG) research focuses on aggressive behaviors as the primary outcome variable of interest. Using pro-social behavior as the dependent variable, this study explores factors beyond VVG content as a contributing factor to player outcomes. Participants were randomly assigned to play VVG or non-VVG content with viewing screens obstructed by large pieces of paper to increase difficulty, or unobstructed. Screen condition accounted for 34.5% of the variance in pro-social behavior of helping to retrieve spilled pens. Players in obstructed viewing conditions experienced more in-game losses and engaged in significantly less helping behavior. Fewer pens were retrieved by participants in obstructed viewing conditions while playing either a VVG or non-VVG. The present study cautions against generalized assumptions that VVG content is a primary determinant of behavior and underscores the role of important contextual factors like failure and achievement loss to consider in future studies of this nature. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 481-493