Core and the Video Game Industry

Gaming Sexism ◽  
2020 ◽  
pp. 23-55
Author(s):  
Amanda C. Cote

This chapter elaborates on the theoretical framework that serves as a through line for the book in its entirety. Specifically, it draws on discourses about “core” and “casual” games to show how “core” describes a hegemonic set of ideologies that work to frame games in specific, masculinized ways. The chapter also argues, however, that recent industrial changes, from the rise of casual games to the diversification of funding and distribution platforms, serve as counterhegemonic forces, challenging many “core” assumptions about games and audiences. Using a critical analysis of gaming news, the chapter lays out these changes and addresses both their real impact on the games industry and their felt impact on audiences and power structures. Through this, it shows that gaming is in the midst of a crisis of authority, where previously powerful members of the community fear losing control of it. As a result, they are exerting extra force to maintain their privileged position, accounting for the divergent narratives about games that dominate the casualized era.

2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

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.


2018 ◽  
Vol 14 (2) ◽  
pp. 107-118 ◽  
Author(s):  
Shira Chess ◽  
Christopher A. Paul

This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against casual games. To this end, we argue that the centrality of core games pushes many important texts to the margins. It is our goal, within this special issue, to revalue and reconsider the role of casual games within the larger ecology of game studies.


2018 ◽  
Vol 4 (2) ◽  
pp. 133-155
Author(s):  
Yongjin Oh ◽  
Seungchul Lee ◽  
Jaewon Lee

2020 ◽  
Vol 57 (2) ◽  
pp. 81-112
Author(s):  
Rafał Maćkowiak

The video game industry is today one of the most rapidly developing branches of the entertainment industry. Such corporations as Microsoft, Sony and Nintendo are increasing their investment engagement in the manufacture of gaming hardware (e.g. computers, consoles, and tablets), and in game development for various platforms. There has developed and continues to expand an extensive terminology which due to the increasing consolidation of the user base is progressing towards producing a sociolect. Linguists have not yet examined the lexis of gamers which is why it must be studied considering the extent of the phenomenon and the sheer size of the gamer community. Video gamers form a large group. At this point it must be stressed that the gamer community and the lexis specific for it does not exist in isolation. The lexis used by gamers continues to permeate outside the community, e.g. to other media or the colloquial language. The author of this article conducted a survey to check whether the lexis of video gamers is known to random respondents. This article presents the results of the survey.


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