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2022 ◽  
Vol 14 (24) ◽  
pp. 70-89
Author(s):  
Cody Mejeur ◽  
Amanda Cote

While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity, and their relation to Lorde’s concept of the mythical norm, in the popular webseries, The Guild (YouTube, 2007-2013). Via a detailed, inductive thematic analysis of the show’s two characters of color, Zaboo and Tinkerballa, we find a doubly problematic intersection between standard “gamer identity” tropes and gendered Asian/American stereotypes. The show forecloses on its potential to be truly diverse and reinforces the oppressive, marginalizing practices it tries to mock, suggesting that gaming culture will not change until we address its intersecting axes of power and exclusion. This research also demonstrates how the constructed identity of media audiences-- in this case, stereotypical “gamer” identity-- can exacerbate and reaffirm existing power disparities in representation. We suggest that media scholars remain attentive to the intersecting articulations of media consumer and individual identities in considering how representation can influence systems of inclusion and exclusion, as well as viewers’ lived outcomes.


Author(s):  
Tero Pasanen
Keyword(s):  

This article focuses on a Spiritism board, Yhteyslauta, designed in the mid-1970s by occultist neo-Nazi Pekka Siitoin. The board represents an unexplored occult subchapter of Finnish gaming culture and exhibits the Finnish esoteric tradition. In addition to analysing Yhteyslauta’s game-like elements, the article explores the board’s themes and imagery, and situates these components in the context of Siitoin’s vernacular esoteric doctrine and cosmogony.


2021 ◽  
Vol 2 (4) ◽  
pp. 73-80
Author(s):  
Olga G. Vyazova

Based on field materials, the article describes the study of children’s outdoor summer games of the Chuvash rural population of the beginning of the XXI century which was undertaken for the first time. These games continue to be favorite and diverse in the children’s environment. They not only contributed to the physical strengthening of children, but also trained endurance, developed eye sight measurement, broadened horizons, taught to interact in a team and to treat various situations with humor. Action-oriented games were strikingly conservative and passed down from generation to generation almost unchanged. However, the changes taking place in the world around children also affect the children’s gaming culture, which leads, on the one hand, to the emergence of new modifications of the characterized games, on the other hand, the native language is used less in children’s games and game folklore. The conducted research has shown that preschool institutions and schools can become an important factor in preserving knowledge about traditional Chuvash games, and consequently, about the Chuvash culture.


Author(s):  
Ирина Семеновна Слепцова

Статья посвящена рассмотрению произведений литературы Древней и Средневековой Руси и раннего Нового времени, направленных против языческих верований и практик, как источника для описания игровой культуры. Привлекаются главным образом нормативные, канонические и дидактические сочинения, а также исповедные тексты, в которых содержатся сведения о развлечениях и играх. Основное внимание уделено играм в узком смысле слова (играм с правилами), как наименее изученному феномену культуры данного исторического периода. Это расширяет представления об игровом репертуаре, месте и статусе игры в празднично-обрядовой и повседневной жизни, а также дает возможность проследить процесс десакрализации игры, ее переход в сферу «мирского». Выявленные в письменных памятниках сведения об игровой культуре Средневековья и раннего Нового времени раскрывают их включенность в языческую обрядность и демонстрируют связь с магическими практиками, что было основанием для их преследования и запрещения. Это обстоятельство определяет ограниченность использования данных источников для реконструкции игрового репертуара. В список игр попадают только те, которые расценивались церковью как языческие или нарушавшие социальный порядок и нравственные правила. Упомянутые в древнерусских и средневековых источниках формы народного веселья обнаруживают истоки ряда народных игр, бытовавших в XIX–ХХ вв., и объясняют их включенность в календарную обрядность. The article is devoted to the consideration of the works of literature of Ancient and Medieval Russia and the early modern era, directed against pagan beliefs and practices, as a source for describing the game culture. Mainly normative, canonical and didactic compositions are used, as well as confessional texts, which contain information about entertainment and games. The main attention is paid to games in the narrow sense of the word (games with rules), as the least studied cultural phenomenon of this historical period. This expands the understanding of the game repertoire, the place and status of the game in festive and ceremonial and everyday life, and also makes it possible to trace the process of desacralization of the game, its transition into the sphere of the «worldly». The information about the gaming culture of the Middle Ages and the early modern times revealed in written monuments reveals their involvement in pagan rituals and demonstrates a connection with magical practices, which was the basis for their persecution and prohibition. This circumstance determines the limited use of these sources for the reconstruction of the playing repertoire. The list of games includes only those that were regarded by the church as pagan or violating social order and moral rules. The forms of folk fun mentioned in ancient Russian and medieval sources reveal the origins of a number of folk games that existed in the 19th – 20th centuries and explain their inclusion in calendar rituals.


2021 ◽  
Author(s):  
Samuel Akinbo

An aspect of gaming culture among Yorùbá millennials is the linguistic interpretations of the background music that accompanies the popular video game called Super Mario. The themes of the interpretations are comparable to those of music texts at traditional Yorùbá events. Drawing on the Yorùbá tradition, the account is that the gamers assumed that the background music of the game has a similar function as the music at traditional Yorùbá events. The choice of words in the interpretation is conditioned by the situational contexts where the music is heard in the video game. The results of acoustic analyses show that the interpretations are also determined by mapping the pitch trajectories of the music melodies to the tones of the gamers’ language. Notably, the results of this study suggest that the linguistic processing of music may not only involve phonetic iconicity (Steinbeis and Koelsch, 2011) but situational context and social expectation.


2021 ◽  
pp. 155541202110262
Author(s):  
Mildred F. Perreault ◽  
Gregory Perreault ◽  
Andrea Suarez

Video games have long held a spotty history in their narratives regarding women. Most research has examined large budget games and identified issues of simplification, oversexualization, and a general lack of agency among female characters. The present study explores the gaming niche of “indie”—or independent game developer—video games in their representations of women in particular with Never Alone, Gone Home, and Her Story. These games were released around the time frame of the GamerGate controversy—a controversy which drew attention to the treatment of women in gaming culture—and hence, the games are used to reflect on a potential shift in games culture following the controversy. This article argues that these game narratives emphasized multilayered female characterizations, female-to-female interactions, and internal dramas as a way to potentially reach female gamers and present an alternative, humanizing narrative on women.


2021 ◽  
pp. 155541202110210
Author(s):  
Sky LaRell Anderson ◽  
Karen (Kat) Schrier

In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals six thematic categories that describe how game journalism reflects and constitutes understandings of disability and accessibility in gaming: gamers with disabilities, portraying disability, game design, game controllers, discussing accessibility, and advocacy. Further comparison of the categories reveals four additional themes of discourses, namely, self-congratulations, fetishization, awareness as advocacy, and problem-solving. The article concludes with implications for the games industry, for theory, and for how the field of game studies can investigate disability.


Author(s):  
Mudang Pampi ◽  
Md. Asghar

Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.


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