Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and theStreet FighterCommunity

2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.

2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


2017 ◽  
Vol 26 (1) ◽  
pp. 5-10
Author(s):  
Adam D. Weaver ◽  
Brian C. McKevitt ◽  
Allie M. Farris

Multiple-stimulus without replacement preference assessment is a research-based method for identifying appropriate rewards for students with emotional and behavioral disorders. This article presents a brief history of how this technology evolved and describes a step-by-step approach for conducting the procedure. A discussion of necessary materials and data sheets is included. Finally, a case study is presented to illustrate how the procedure can be used to improve behavioral and academic outcomes.


2021 ◽  
Author(s):  
Lysle Hood

In the digital age, technology and digital media shapes virtually every aspect of our lives. Poetry, which has seen a surprising revival in recent years, is no exception. One of the most popular contemporary poets today is Rupi Kaur, made famous for her verse posted on the social media platform Instagram. This MRP seeks to answer the following research questions: 1) In what ways has the digital age effected contemporary poetry? 2) What role has digital media played in shaping the success and formal elements of Rupi Kaur’s body of work? This MRP begins by offering a brief history of poetry’s relationship with media and an account of how poetry is produced and consumed in the digital age. The core of the MRP is a case study of contemporary Insta-poet Rupi Kaur. Through qualitative visual and textual analysis, the case study considers: 1) Kaur’s poetry, 2) her Instagram content, 3) her readership, and 4) the criticisms of her work. As to the discussion, the analysis of the four categories reveals


2008 ◽  
Vol 3 (1) ◽  
pp. 1-19 ◽  
Author(s):  
Halvard Leira ◽  
Iver Neumann

AbstractThe consular institution has regularly been viewed by academics and practitioners alike as the poor sibling of diplomacy: as a career sidetrack or tour of duty for aspiring ambassadors; and as an example devoid of all the intrigue and politics by historians and theoreticians of diplomacy. Through a detailed case study of the emergence and development of consular representation in Norway, this article demonstrates that any comprehensive history of diplomacy must include a history of the consular institution; that the history of the consular institution is nevertheless not reducible to a history of diplomacy; and that studying the consular institution offers up fresh perspectives on the social practices of representation and state formation.


AKADEMIKA ◽  
2021 ◽  
Vol 15 (2) ◽  
Author(s):  
Moh. Ah. Subhan ZA ◽  
Akmalur Rijal

The purpose of zakat to develop the social economic value of society is difficult to materialize if there is no active role of zakat managers (amil) who are required to be professional and innovative in managing zakat funds. The main function of the amil zakat institution lies in the activities of collecting, distributing, and utilizing zakat. The activity of collecting zakat in the history of Islam, is an activity or effort of amil in collecting zakat by picking up or taking from the place of amil. In addition to taking zakat, the amils who are in charge of taking zakat must also pray for those who pay zakat.This study aims to determine the implementation of productive zakat fund management and empowerment of the poor on zakat funds that are given by LAIZSNU Lamongan. By using the case study method, so as to be able to photograph how LAZISNU Lamongan's performance is in managing productive zakat funds . Lazisnu Lamongan has 3 zakat distribution programs, namely humanitarian, health and economic assistance. The mustahik empowerment program is included in the economic assistance program.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


Kick It ◽  
2020 ◽  
pp. 1-8
Author(s):  
Matt Brennan

This chapter explains the motivations for researching the social history of the drum kit. It traces the history of drummer jokes and outlines the structure of the chapters to follow. Chapter 1 traces the racist roots of linking drummers to primitive stereotypes and contrasts this against the cleverness of drummers that culminated in the invention of the drum. Chapter 2 shows how drummers in fact contributed to redefining the boundaries between noise and music. Chapter 3 reveals how drummers developed new conventions of literacy while standardizing both the components and performance practice of their instrument. Chapter 4 examines the development of the status of drummers as creative artists. Chapter 5 looks at drumming as a form of musical labour. Chapter 6 considers attempts to replace the drum kit and drummers with new technologies, and how such efforts ultimately underscored the centrality of the drum kit as part of the contemporary soundscape.


2020 ◽  
pp. 008124632095404
Author(s):  
Simangele Dlamini ◽  
Solomon G Tesfamichael ◽  
Tholang Mokhele

Place identity studies have attracted considerable interest in South Africa because of its history of separate racial development. However, there is a paucity of studies that have reviewed such studies in the country. This article, therefore, aims to present a selective review of place identity studies in post-apartheid South Africa. A literature search was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses. Studies published in English between 1994 and 2020, relating to changing place identities as a result of apartheid in South Africa, were included in our search. The search yielded studies from which four key themes were identified – these being identity and belonging, social identity and discursive practice, cultural symbolism and group identity, and social inclusion and exclusion. These themes attest to the social construction of place identity, with people forming cognitive and affective bonds within groups. In addition, these themes show that mechanisms of inclusion and exclusion are crucial for identity formation in which the self is contrasted with ‘the other’. The studies collectively point to the intricacies surrounding attempts at desegregation and building social cohesion in post-apartheid South Africa.


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