Gaming as a Cultural Commons

Gaming as a Cultural Commons
Author :
Publisher : Springer Nature
Total Pages : 199
Release :
ISBN-10 : 9789811903489
ISBN-13 : 9811903484
Rating : 4/5 (89 Downloads)

Synopsis Gaming as a Cultural Commons by : Toshiko Kikkawa

This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Virtual Worlds, Online Gaming Communities and Cultural Commons

Virtual Worlds, Online Gaming Communities and Cultural Commons
Author :
Publisher :
Total Pages : 0
Release :
ISBN-10 : OCLC:1376260176
ISBN-13 :
Rating : 4/5 (76 Downloads)

Synopsis Virtual Worlds, Online Gaming Communities and Cultural Commons by : Enrico Bertacchini

In this paper, we contend that multiplayer online games and virtual worlds may be considered as cultural commons. Because of the interacting activity of users, multiplayer online game are characterized by several patterns of cultural production and consumption, which continuously redefine and shape the virtual world and entertaining experience. Users become active producers and consumers of cultural goods as they usually can modify the virtual environment, produce new forms of communications and adopt new social norms. Using the Institutional Analysis and Development (IAD) framework, we analyze the main attributes of virtual worlds' resources, the rules and incentives affecting the behavior in online gaming communities and the action arena, where the main tensions and social dilemmas among actors occur.

Cultural Commons

Cultural Commons
Author :
Publisher : Edward Elgar Publishing
Total Pages : 273
Release :
ISBN-10 : 9781781000069
ISBN-13 : 1781000069
Rating : 4/5 (69 Downloads)

Synopsis Cultural Commons by : Enrico Eraldo Bertacchini

'The concept of the commons as a shared resource capable of yielding collective benefits to people is a well-established one in the social sciences, but its extension to jointly-owned cultural resources is relatively new. This pioneering book explores the idea of a cultural commons as it can be applied in a wide range of areas, including landscapes, art and design, gastronomy, heritage, the performing arts and the online world. Although the book's chapters are written mainly from the perspective of cultural economics, the scope of the volume is truly interdisciplinary. the book is more than just a comprehensive introduction to the topic. It is also a source of original ideas that will act as a stimulus to further research in the field.' – David Throsby, Macquarie University, Australia This compelling book offers a fresh and novel approach to study cultural and artistic expression from the perspective of 'the commons'. It demonstrates how identifying cultures as shared resources is useful in eliciting the main factors and social dilemmas affecting the production and evolution of cultural expression. Adopting the unifying perspective of 'the cultural commons', the chapters provide in-depth analysis of a wide range of cultural resources, including traditional cultural expression, heritage, gastronomy and cultural content in virtual worlds. Taking an interdisciplinary perspective and gathering contributions from economic, sociological and legal fields, this timely book proposes a new and complementary research agenda. Scholars and postgraduate students of cultural economics, cultural studies, and sociology of culture will find this authoritative and essential book invaluable.

Game Cultures

Game Cultures
Author :
Publisher : McGraw-Hill Education (UK)
Total Pages : 184
Release :
ISBN-10 : 9780335224876
ISBN-13 : 0335224873
Rating : 4/5 (76 Downloads)

Synopsis Game Cultures by : Jon Dovey

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Videogames Studies: Concepts, Cultures, and Communication

Videogames Studies: Concepts, Cultures, and Communication
Author :
Publisher : BRILL
Total Pages : 160
Release :
ISBN-10 : 9781848880597
ISBN-13 : 1848880596
Rating : 4/5 (97 Downloads)

Synopsis Videogames Studies: Concepts, Cultures, and Communication by : Monica Evans

This volume reflects the discussions that occurred during the 2nd Global Conference on Videogame Cultures and the Future of Interactive Entertainment in July 2010. The chapters in this volume cover four primary topics: new frameworks for game studies and analysis, the various cultures surrounding gaming, questions of ethics and controversial...

Culture at Play: How Video Games Influence and Replicate Our World

Culture at Play: How Video Games Influence and Replicate Our World
Author :
Publisher : BRILL
Total Pages : 152
Release :
ISBN-10 : 9789004439788
ISBN-13 : 9004439781
Rating : 4/5 (88 Downloads)

Synopsis Culture at Play: How Video Games Influence and Replicate Our World by :

What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Cultural Perspectives of Video Games: From Desiger to Player

Cultural Perspectives of Video Games: From Desiger to Player
Author :
Publisher : BRILL
Total Pages : 207
Release :
ISBN-10 : 9781848881617
ISBN-13 : 1848881614
Rating : 4/5 (17 Downloads)

Synopsis Cultural Perspectives of Video Games: From Desiger to Player by :

Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.

Video Games as Culture

Video Games as Culture
Author :
Publisher : Routledge
Total Pages : 198
Release :
ISBN-10 : 9781317223924
ISBN-13 : 1317223926
Rating : 4/5 (24 Downloads)

Synopsis Video Games as Culture by : Daniel Muriel

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific
Author :
Publisher : Routledge
Total Pages : 328
Release :
ISBN-10 : 9781135843168
ISBN-13 : 1135843163
Rating : 4/5 (68 Downloads)

Synopsis Gaming Cultures and Place in Asia-Pacific by : Larissa Hjorth

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Understanding Games and Game Cultures

Understanding Games and Game Cultures
Author :
Publisher : SAGE
Total Pages : 194
Release :
ISBN-10 : 9781529738520
ISBN-13 : 1529738520
Rating : 4/5 (20 Downloads)

Synopsis Understanding Games and Game Cultures by : Ingrid Richardson

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.