Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
It offers guidance for parents, clinicians, and the rest of us to better understand the gaming mind. Like any mode of play, at their best, videogames reveal who we are—and what we want from our lives.
In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a ...
Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, ...
Ludic Worlds in Art, Design, and Media Claudia Costa Pederson. Ironically, however, the cultural and economic success of the video game industry would, in time, increase the significance of ... R. Buckminster Fuller, World Game, 17. 8.
All traders and analysts seeking objective bases for trading will want to read this book." ─John Sweeney, Technical Editor, Technical Analysis of Stocks and Commodities magazine Gaming the Market "Game theory is hot." —The Wall Street ...
This text, in contrast, centers the perspectives that are often ignored and provides a critical corrective to notions of gaming as a predominantly white and male space.
Grand Thieves and Tomb Raiders: How British Video Games Conquered the World. London: Aurum Press Ltd. Bezio, K. M. S. 2016. “Artifacts of Empire: Orientalism and Inner-Texts in Tomb Raider (2013).” In Contemporary Research on ...
Today, virtual worlds abound, avatars are every day occurrences, and video games are yesterday’s news. But today’s games are not just a pastime for millions – they are also a...
Camille Bacon-Smith writes, simply, that “[i]t isn't difficult to prove the dominance of white men in most cultural forums in the United States,” including in science fiction (256). History, however, shows that women have consistently ...
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 ...