Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/6748
Title: Gaming Rhythms: Play and Counterplay from the Situated to the Global
Contributor(s): Apperley, Thomas (author)
Publication Date: 2010
Handle Link: https://hdl.handle.net/1959.11/6748
Abstract: The word "digital games" evokes an immense repertoire of possibilities. It is difficult to provide an exhaustive list of the hardware, the software, the people who play them and the spaces where they are played. Beyond this, there is a vast amount of materials that are ancillary to actual play - in the form of after action reports, FAQs, guides, walkthroughs, and wikis (to name a few). Digital games are ubiquitous, promoted as a technology for the whole family by wholesome stars like America Ferrara, Nicole Kidman, and Beyoncé Knowles. Negative accounts also abound; every time there is a school massacre journalists race to pin the crime on one game or another. The mainstream press and media industries have a rather two-dimensional approach to digital games: horror stories about addiction, isolation, obesity, and violence; or excitement over the latest innovation Blu-ray, iPod apps, Project Natal, and such. An audience does exist who are willing to understand gaming in a more "culturally" sophisticated way, demonstrated by examples such as the Canadian cult television series 'JPod'-based on the novel by Douglas Copeland - and the cult "stoner" film 'Grandma's Boy' produced by Adam Sandler, which both parody the banality of labor in the digital games industry. Although usually digital games are not dealt with sophisticatedly, for example 'Reign Over Me' uses the digital game 'Shadow of the Colossus' as a metaphor for isolation felt by the main protagonist. Prone to locking himself away for marathon gaming sessions in order to block out the grief over losing his family, we know that when at the end of the film Charlie Fineman (Adam Sandler) starts playing the game with others that he finally is recovering. But despite the growing preeminence of digital games in the media - and in culture more generally - there remains a sense of unease. Beneath the hype about the latest game technology are concerns: what are digital games are doing to us (or even worse to the children)? A concern that this book will argue should be supplemented by: what are people doing to - and with - digital games?
Publication Type: Book
Publisher: Institute of Network Cultures
Place of Publication: Amsterdam, Netherlands
ISBN: 9789081602112
Fields of Research (FOR) 2008: 200103 International and Development Communication
160101 Anthropology of Development
200102 Communication Technology and Digital Media Studies
Socio-Economic Objective (SEO) 2008: 950201 Communication Across Languages and Culture
950204 The Media
HERDC Category Description: A1 Authored Book - Scholarly
Publisher/associated links: http://www.networkcultures.org/_uploads/TOD%236%20total%20def.pdf
Extent of Pages: 168
Series Name: Theory on Demand
Series Number : 6
Appears in Collections:Book

Files in This Item:
2 files
File Description SizeFormat 
Show full item record

Page view(s)

930
checked on Mar 9, 2023
Google Media

Google ScholarTM

Check


Items in Research UNE are protected by copyright, with all rights reserved, unless otherwise indicated.