scholarly journals NOSTALGIA AND THE BACKLOG: /R/PATIENTGAMERS AND THE TRANSACTIONAL NATURE OF LEISURE

Author(s):  
Rainforest Scully-Blaker

This paper uses the findings of an investigation into the /r/patientgamers subreddit to account for the ways that our leisure time and our play have been assimilated by the logics of neoliberal, late capitalism. I do this by tracing classed experiences of slowness as experienced by video game players. The figure of the patientgamer was selected not just because of their protracted approach to video game consumption, but because the grows out of a frustration with the financial and temporal costs to access leisure. Through Foucauldian discourse analysis, two major themes were detected across a number of posts which traced how many players tried, and often failed, to slow down their lives in restful ways through their play and the conversations that emerged from the impulse to treat their leisure time as work. Specifically, users’ nostalgia for their childhoods and their anxieties around possessing a video game backlog are both emblematic of the way that video game play has been made legible to capitalist logics such that any distinction between labour and leisure becomes moot and attempt to lift from the patientgamer ethos some potential ways that the work of play may be reframed to undercut logics of efficiency and productivity. The case study of /r/patientgamers holds relevance not just for the study of games and/as culture, but of how technocapitalism instrumentalizes all leisure and the consequences felt by those who try to slow their rhythms of consumption but do so without proper attention to issues of class and power.

Perception ◽  
2016 ◽  
Vol 46 (2) ◽  
pp. 161-177 ◽  
Author(s):  
Christina J. Howard ◽  
Robert Wilding ◽  
Duncan Guest

There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play. Observers were less accurate at discriminating the orientation of a second target within the stream if it occurred shortly after presentation of the first target, that is to say, they were subject to the attentional blink (AB). We find no evidence for any reduction in AB in LVGPs compared with NVGPs.


2017 ◽  
Vol 23 (5) ◽  
pp. 505-516 ◽  
Author(s):  
Andrew J. Roebuck ◽  
Aurora J. B. Dubnyk ◽  
David Cochran ◽  
Regan L. Mandryk ◽  
John G. Howland ◽  
...  

Author(s):  
Tarah N. Schmidt-Daly ◽  
Jennifer M. Riley ◽  
Charles R. Amburn ◽  
Kelly S. Hale ◽  
P. David Yacht

Augmented-reality (AR) can be used to supplement current analog technology (e.g. traditional Sand Table EXercises; STEX) used in training spatial knowledge and tactical decision making in the U.S. military. By utilizing an Augmented REality Sand table (ARES), an effectiveness evaluation was executed in order to scientifically evaluate performance on spatial knowledge tasks across three mediums (paper map, Google Earth©, and ARES). Post hoc analyses performed on demographic data revealed significant individual difference factors between those who reported playing video games often and those who reported playing rarely or not at all. Video game players performed better than non-video game players on distance estimation tasks and when they were utilizing computer-based tools. Additionally, participants who rated themselves as good or excellent video game players saw significant value and utility in an augmented-reality solution. These results benefit the cumulative research base both in multimodal learning literature and in video game play on cognition and visuospatial alteration.


2013 ◽  
Vol 15 ◽  
Author(s):  
Giacomo Poderi ◽  
David James Hakken

Video game modding is a form of fan productivity in contemporary participatory culture. We see modding as an important way in which modders experience and conceptualize their work. By focusing on modding in a free and open source software video game, we analyze the practice of modding and the way it changes modders' relationship with their object of interest. The modders' involvement is not always associated with fun and creativity. Indeed, activities such as play testing often undermine these dimensions of modding. We present a case study of modding that is based on ethnographic research done for The Battle for Wesnoth, a free and open source software strategy video game entirely developed by a community of volunteers.


2016 ◽  
Vol 5 (1) ◽  
pp. 39-51 ◽  
Author(s):  
Douglas A. Gentile ◽  
Edward L. Swing ◽  
Craig A. Anderson ◽  
Daniel Rinker ◽  
Kathleen M. Thomas

Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

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