The Formation of Gaming Culture

The Formation of Gaming Culture

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.

Author: Graeme Kirkpatrick

Publisher:

ISBN: 1349454699

Category: Computer games

Page:

View: 848

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.
Categories: Computer games

The Formation of Gaming Culture

The Formation of Gaming Culture

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.

Author: G. Kirkpatrick

Publisher: Palgrave Pivot

ISBN: 1349454702

Category: Social Science

Page: 139

View: 907

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.
Categories: Social Science

The Formation of Gaming Culture

The Formation of Gaming Culture

The approach taken emphasizes the social and cultural mediation of computer games. We have the games we have because people have understood games played on computers in culturally specific ways. The formation of gaming culture in the ...

Author: G. Kirkpatrick

Publisher: Springer

ISBN: 9781137305107

Category: Social Science

Page: 139

View: 416

This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.
Categories: Social Science

Examining the Evolution of Gaming and Its Impact on Social Cultural and Political Perspectives

Examining the Evolution of Gaming and Its Impact on Social  Cultural  and Political Perspectives

Retrieved June 28, 2015 from http://gawker.com/what-is-gamergate-and-why-an-explainer-for-nongeeks-1642909080 Hern, ... Constitutive tensions of gaming's field: UK gaming magazines and the formation of gaming culture 1981-1995.

Author: Valentine, Keri Duncan

Publisher: IGI Global

ISBN: 9781522502623

Category: Computers

Page: 456

View: 921

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.
Categories: Computers

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes

#GAMERGATE The toxicity of hegemonic masculinity in gaming culture reached a fever pitch in August 2014 with the formation of the #gamergate movement across social media. After an ex-boyfriend of game designer Zoe Quinn accused her of ...

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 995

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games
Categories: Games & Activities

Transnational Contexts of Culture Gender Class and Colonialism in Play

Transnational Contexts of Culture  Gender  Class  and Colonialism in Play

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design.

Author: Alexis Pulos

Publisher: Springer

ISBN: 9783319438177

Category: Social Science

Page: 218

View: 945

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.
Categories: Social Science

Homebrew Gaming and the Beginnings of Vernacular Digitality

Homebrew Gaming and the Beginnings of Vernacular Digitality

In Television Culture , by John Fiske , 2nd ed . , Xv - xli . London : Routledge . Jones , Stephen . 2011. ... Game Studies — Constitutive Tensions of Gaming's Field : UK Gaming Magazines and the Formation of Gaming Culture 1981-1995 .

Author: Melanie Swalwell

Publisher: MIT Press

ISBN: 9780262365604

Category: Games & Activities

Page: 256

View: 199

The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.
Categories: Games & Activities

Gaming Sexism

Gaming Sexism

Assassin's Creed Odyssey review. Trusted Reviews, October 18. Retrieved from www.trustedreviews.com/. Kirkpatrick, G. (2012). Constitutive tensions of gaming's field: UK gaming magazines and the formation of gaming culture, ...

Author: Amanda C. Cote

Publisher: NYU Press

ISBN: 9781479802203

Category: Social Science

Page: 274

View: 299

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.
Categories: Social Science

Gaming the Iron Curtain

Gaming the Iron Curtain

The Business and Culture of Digital Games: Gamework/Gameplay. London: SAGE, 2006. Kirkpatrick, Graeme. “Constitutive Tensions of Gaming's Field: UK Gaming Magazines and the Formation of Gaming ...

Author: Jaroslav Svelch

Publisher: MIT Press

ISBN: 9780262038843

Category: Games & Activities

Page: 400

View: 130

How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.
Categories: Games & Activities

Gaming and the Arts of Storytelling

Gaming and the Arts of Storytelling

Tensions of gaming's field: UL gaming magazines and the formation of gaming culture 1981–1995. Game Studies 12. Kristeva, Julia. 1982. Powers of Horror. New York: Columbia University Press. Lister, Martin, Jon Dovey, Seth Giddings, ...

Author: Darshana Jayemanne

Publisher: MDPI

ISBN: 9783039212316

Category: Philosophy

Page: 144

View: 629

This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
Categories: Philosophy

Popular Culture Pedagogy and Teacher Education

Popular Culture  Pedagogy and Teacher Education

Constitutive tensions of gaming's field: UK gaming magazines and the formation of gaming culture 1981–1995. Game Studies, 12 (1). Retrieved from:http://gamestudies.org/1201/articles/kirkpatrick Kline, S., Dyer-Witheford, N., ...

Author: Phil Benson

Publisher: Routledge

ISBN: 9781317821267

Category: Education

Page: 202

View: 371

The integration of popular culture into education is a pervasive theme at all educational levels and in all subject areas. Popular Culture, Pedagogy and Teacher Education explores how ‘popular culture’ and ‘education’ come together and interact in research and practice from an interdisciplinary perspective. The international case studies in this edited volume address issues related to: how popular culture ‘teaches’ our students and what they learn from it outside the classroom how popular culture connects education to students’ lives how teachers ‘use’ popular culture in educational settings how far teachers should shape what students learn from engagement with popular culture in school how teacher educators can help teachers integrate popular culture into their teaching Providing vivid accounts of students, teachers and teacher educators, and drawing out the pedagogical implications of their work, this book will appeal to teachers and teacher educators who are searching for practical answers to the questions that the integration of popular culture into education poses for their work.
Categories: Education

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary

In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age.

Author: Graeme Kirkpatrick

Publisher: Polity

ISBN: 9780745641119

Category: Games & Activities

Page: 219

View: 341

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Categories: Games & Activities

Video Games as Culture

Video Games as Culture

Magazines have historically played an important role in the formation of early gaming culture, as Kirkpatrick (2015) argues in his Bourdieusian analysis of UK video game magazines in the 1980s and 1990s. Though the death of traditional ...

Author: Daniel Muriel

Publisher: Routledge

ISBN: 9781317223924

Category: Social Science

Page: 194

View: 305

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
Categories: Social Science

The Unity Game Engine and the Circuits of Cultural Software

The Unity Game Engine and the Circuits of Cultural Software

“Cultures of Independent Game Production: Examining the Relationship Between Community and Labour. ... Convergence Culture: When Old and New Media Collide. ... The Formation of Gaming Culture: UK Gaming Magazines, 1981–1995.

Author: Benjamin Nicoll

Publisher: Springer Nature

ISBN: 9783030250126

Category: Social Science

Page: 123

View: 671

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Categories: Social Science

Playback A Genealogy of 1980s British Videogames

Playback     A Genealogy of 1980s British Videogames

Kerr, A. (2012b) 'The UK and Irish Game Industries', in The Video Game Industry: Formation, Present State and Future, ... Kirkpatrick, G. (2015) The Formation of Gaming Culture: UK Gaming Magazines, 1981–1995, London: Palgrave.

Author: Alex Wade

Publisher: Bloomsbury Publishing USA

ISBN: 9781628924862

Category: Games & Activities

Page: 192

View: 936

Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.
Categories: Games & Activities

Global Games

Global Games

In Online Gaming in Context: The Social and Cultural Significance of Online Games, ... In The Video Game Industry. Formation, Present State, and Future, edited by Peter Zackariasson and Timothy Wilson, 116–133. New York: Routledge.

Author: Aphra Kerr

Publisher: Routledge

ISBN: 9781135114640

Category: Social Science

Page: 228

View: 542

In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.
Categories: Social Science

History of Technology

History of Technology

... 'Constitutive Tensions of Gaming's Field: UK Gaming Magazines and the Formation of Gaming Culture 1981–1995', Game Studies, ... In studies of home computer cultures and subcultures, computer magazines are mentioned as promoting home ...

Author: Ian Inkster

Publisher: Bloomsbury Publishing

ISBN: 9781474237208

Category: History

Page: 336

View: 440

While political and social historians have made great progress in trying to understand the making of modern Greece by studying * politics and power struggles, little attention has been given TO the co-evolution of the Greek state and the technologies that were developed during this period. This volume HELPS fills this gap, exploring the formation of the Greek state and the construction of 'modern' Greece through the lens of the history of technology and industry. The contributors look at the role of engineering institutions, the press and of infrastructure technological networks in promoting specific technocratic ideals and legitimizing social roles for the engineers of the period. The volume as a whole offers new insights into the way that engineering culture, institutional reforms and infrastructures contributed to the making of 'modern' Greece. Special Issue: History of Technology in Greece, from the Early 19th to 21st Century Edited by Stathis Arapostathis and Aristotelis Tympas
Categories: History

Online Gaming

Online Gaming

Second, Peterson and Kern discuss how value changes have led to the tolerance of other cultures, outside of what is ... Consalvo (2007: 4) describes the formation and maintenance of gaming capital as such: Games aren't designed, ...

Author: Garry Crawford

Publisher: Routledge

ISBN: 9781135178871

Category: Social Science

Page: 200

View: 589

This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.
Categories: Social Science

Game History and the Local

Game History and the Local

“Game Studies – Constitutive Tensions of Gaming's Field: UK Gaming Magazines and the Formation of Gaming Culture 1981–1995.” Game Studies 12 (1). http://gamestudies.org/1201/articles/kirkpatrick. ———. 2014.

Author: Melanie Swalwell

Publisher: Springer Nature

ISBN: 9783030664220

Category: Civilization

Page: 240

View: 591

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of local game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Categories: Civilization

Popular Music in the Nostalgia Video Game

Popular Music in the Nostalgia Video Game

Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. ... Kirkpatrick, G. (2012) Constitutive Tensions of Gaming's Field: UK Gaming Magazines and the Formation of Gaming Culture 1981–1995.

Author: Andra Ivănescu

Publisher: Springer

ISBN: 9783030042813

Category: Performing Arts

Page: 165

View: 158

This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.
Categories: Performing Arts