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Video game culture

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Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among middle class adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games.

People who regularly play video games often identify as gamers, a term that can mean anything from players who only enjoy casual gaming, to passionate enthusiasts and professional gaming competitors. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Playing video games can both be entertainment as well as competition, as the trend known as electronic sports or esports has become more widely accepted. Video game-focused gaming conventions have become popular social gathering events among computer enthusiasts since early 21st century, and gaming system reviews and gameplay streamings have become significant part of the geek culture.

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New media

New media

New media is described as communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

Popular culture

Popular culture

Popular culture is generally recognized by members of a society as a set of practices, beliefs, artistic output and objects that are dominant or prevalent in a society at a given point in time. Popular culture also encompasses the activities and feelings produced as a result of interaction with these dominant objects. The primary driving force behind popular culture is the mass appeal, and it is produced by what cultural analyst Theodor Adorno refers to as the "culture industry".

Middle class

Middle class

The middle class refers to a class of people in the middle of a social hierarchy, often defined by occupation, income, education, or social status. The term has historically been associated with modernity, capitalism and political debate. Common definitions for the middle class range from the middle fifth of individuals on a nation's income ladder, to everyone but the poorest and wealthiest 20%. Theories like "Paradox of Interest" use decile groups and wealth distribution data to determine the size and wealth share of the middle class.

Internet culture

Internet culture

Internet culture is a quasi-underground cyberculture developed and maintained among frequent and active users of the Internet who primarily communicate with one another online as members of online communities; that is, a culture whose influence is "mediated by computer screens" and Information Communication Technology, specifically the Internet.

Mobile game

Mobile game

A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.

Gamer

Gamer

A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. Originally a hobby, it has evolved into a profession for some. In 2021, there were an estimated 3.24 billion gamers across the globe.

Multiplayer video game

Multiplayer video game

A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.

Online game

Online game

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

Esports

Esports

Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.

Gaming convention

Gaming convention

A gaming convention is a gathering centered on role-playing games, collectible card games, miniatures wargames, board games, video games, or other types of games. These conventions are typically two or three days long, and often held at either a university or in a convention center hotel.

Enthusiast computing

Enthusiast computing

Enthusiast computing refers to a group of people who build high-end personal computers that facilitate gaming, stock trading, video editing, music creation and editing, photograph editing, programming, remote work, cryptocurrency mining, and other hardware-intensive applications.

21st century

21st century

The 21st (twenty-first) century is the current century in the Anno Domini era or Common Era, under the Gregorian calendar. It began on 1 January 2001 (MMI) and will end on 31 December 2100 (MMC).

Definition

Video game culture is broadly considered a description of the subculture of those who play video games. This not only includes gamers, players that frequently dedicate time and effort to playing video games, but also those players that participate less frequently and often through more casual games. Because of the interactive nature of video games, the video game culture differs from other subculture as there is interest not only in who plays video games (the demographics), but the types of video games they play, and how they play them.[1]

The concept that video games had its own subculture was first suggested in 1996, but became more predominate as an area of academic study since the 2010s.[1]

Demographics

As of 2016, the average age for a video game player is 31,[2] a number slowly increasing as people who were children playing the first arcade, console and home computer games continue playing and adopting newer systems.[3] The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female;[2] however, research has also shown that women are less likely to self-identify as gamers out of fear of stigmatization.[4]As of 2011 ESA reported that 71% of people age six to forty-nine in the United States played video games, with 55% of gamers playing on their smartphones or mobile devices.[5] The average age of players across the globe is mid- to late 20s, and is increasing as older players grow in numbers.[6]

One possible reason for the increase in players could be attributed to the growing number of video game genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as Wii Sports and Wii Fit, both requiring more physical activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older but still retain that interest in games. Currently, the largest entertainment industry for children is gaming. According to a 2008 telephone survey with a sample size of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.[7]

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Women and video games

Women and video games

The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.

Arcade game

Arcade game

An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, pinball machines, electro-mechanical games, redemption games or merchandisers.

Video game console

Video game console

A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.

Home computer

Home computer

Home computers were a class of microcomputers that entered the market in 1977 and became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a single nontechnical user. These computers were a distinct market segment that typically cost much less than business, scientific or engineering-oriented computers of the time such as those running CP/M or the IBM PC, and were generally less powerful in terms of memory and expandability. However, a home computer often had better graphics and sound than contemporary business computers. Their most common uses were playing video games, but they were also regularly used for word processing and programming.

United States

United States

The United States of America, commonly known as the United States or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territories, nine Minor Outlying Islands, and 326 Indian reservations. The United States is also in free association with three Pacific Island sovereign states: the Federated States of Micronesia, the Marshall Islands, and the Republic of Palau. It is the world's third-largest country by both land and total area. It shares land borders with Canada to its north and with Mexico to its south and has maritime borders with the Bahamas, Cuba, Russia, and other nations. With a population of over 333 million, it is the most populous country in the Americas and the third most populous in the world. The national capital of the United States is Washington, D.C. and its most populous city and principal financial center is New York City.

Smartphone

Smartphone

A smartphone is a portable computer device that combines mobile telephone functions and computing functions into one unit. They are distinguished from older-design feature phones by their stronger hardware capabilities and extensive mobile operating systems, which facilitate wider software, access to the internet, and multimedia functionality, alongside core phone functions such as voice calls and text messaging. Smartphones typically contain a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, include various sensors that can be leveraged by pre-installed and third-party software, and support wireless communication protocols. More recently, smartphone manufacturers have begun to integrate satellite messaging connectivity and satellite emergency services into devices for use in remote regions where there is no reliable cellular network.

Mobile device

Mobile device

A mobile device is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical keyboard. Many such devices can connect to the Internet and connect with other devices such as car entertainment systems or headsets via Wi-Fi, Bluetooth, cellular networks or near field communication. Integrated cameras, the ability to place and receive voice and video telephone calls, video games, and Global Positioning System (GPS) capabilities are common. Power is typically provided by a lithium-ion battery. Mobile devices may run mobile operating systems that allow third-party applications to be installed and run.

Video game genre

Video game genre

A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.

Wii

Wii

The Wii is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.

Wii Sports

Wii Sports

Wii Sports is a 2006 sports simulation video game developed and published by Nintendo for the Wii video game console. The 1.0 (pre-release) version of the game was released in North America along with the Wii on November 19, 2006, and the 1.1 version was released in Japan, Australia, Europe, and North America over the following months. It was included as a pack-in game with the console in all territories except Japan, making it the first sports game included with the launch of a Nintendo system since Mario's Tennis for the Virtual Boy in 1995. The game is available on its own as part of the Nintendo Selects collection of games.

Wii Fit

Wii Fit

Wii Fit is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console, featuring a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Matsunaga described the game as a "way to help get families exercising together". It has since been adopted by various health clubs around the world, and has previously been used for physiotherapy rehabilitation in children and in nursing homes to improve posture in the elderly.

LAN gaming

Video games are played in a variety of social ways, which often involve domestic gatherings or even in public places. A popular method of accomplishing this is a LAN (Local Area Network) party, which is hosted at a home and involves family and friends,[6] creating a social event for people-friendly with each other. LAN parties are often held in large-scale events conducted in public spaces and have a great number of participants who might not usually socialize.

The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering (an event of several thousand) of dedicated game fans. Terry Flew in his book Games: Technology, Industry, Culture also emphasizes the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together".[8] This raises the notion of McLuhan's "Global Village", as people can transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro also stresses the possibility of "Using technology to enhance one's social life",[9] as friendships no longer have to be structured by physical proximity (e.g. neighbors, colleagues). Shapiro states that "the net (Online Gaming Communities) allows individuals to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships".[9] Thus, such online communities satisfy a genuine need for affiliation with like-minded others.

Online gaming

Online gaming has drastically increased the scope and size of video game culture. Online gaming grew out of games on bulletin board systems and on college mainframes from the 1970s and 1980s. MUDs offered multiplayer competition and cooperation, but on a scope more geographically limited than on the Internet. The Internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and even TVs.[10]

One of the most groundbreaking titles in the history of online video games is Quake, which offered the ability to play with sixteen and eventually up to thirty-two players simultaneously in a 3D world. Gamers quickly began to establish their organized groups, called clans. Clans established their own identities, their marketing, their form of internal organization, and even their looks. Some clans had friendly or hostile rivalries, and there were often clans who were allied with other clans. Clan interaction took place on both professionally set competition events, and during normal casual playing where several members of one clan would play on a public server. Clans would often do their recruiting this way; by noticing the best players on a particular server, they would send invitations for that player to either try out or accept membership in the clan.

Gamers of all ages play online games, with the average age being 33 years old.[11]

'Clan'- or 'guild'-based play has since become an accepted (and expected) aspect of multiplayer video games, with several games offering cash-prize tournament-style competition to their players. Many clans and guilds also have active fan-bases, which, when combined with the 'tournament' aspect, contribute to turning clan-based gaming into a semi-professional sport.

Clans also allow players to assist each other in simulated combat and quests in-game advancement, as well as providing an online family for friendly socializing.[6]

From Quake, online video games grew beyond first-person shooters and have impacted every genre. Real-time strategy, racing games, card games, sports games can all be played online. Online gaming has spread from its initial computer roots to console video games as well. Today, every major video game console available offers degrees of online gaming, some limited by particular titles, some even offer up entire virtual communities.

Competition

Slang and terminology

The DreamHack LAN party in 2004
The DreamHack LAN party in 2004

Like other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with Internet slang, as well as Leetspeak, with many words such "pwn", as well as "noob",[12] being direct carry-overs from Leetspeak. There are terms to describe video game events, game genres, gamer demographics, strategies, specific events, situations, and more. It is especially common among online games to encourage the use of neologisms for convenience in communication.

Most video games contain certain language or communication familiar to game and its player base. Overall the gaming community has common phrases that are used universally. The two most common phrases are "noob", which relates to a player who is low in skill and that they are relatively new to the game. The other phrase is "lol", which means "laughing out loud", this phrase is also used outside of gaming. There are also phrases that players use before and at the end of their matches. The abbreviation of "GL HF" is seen at the start meaning, "good luck, have fun". Then at the end, whether people win or lose, players use "GG", meaning "good game" to their opponents. A popular abbreviation the gaming culture created and uses is "AFK". This means "away from keyboard", and is used when a player is not using their keyboard or controller and are not paying attention.

Gaming networks

The shift from console-based or "shrink-wrap" video games to online games[13] has allowed online games and massively-multiplayer online gaming today to develop highly advanced and comprehensive communication networks. With the freedom of the Internet's architecture, users can become producers of the technology and shapers of the growing networks.[14] Compared to past eras where consumers had little means of communication with game developers and other communities beyond their geographical location, the Internet has created many methods of communication such as through the online bulletin board website, Reddit. Gamers can often develop sub-communities in-game clans and may use third party VOIP programs to communicate while playing games such as Skype, Ventrillo, Teamspeak or Discord. These video game communities may have nothing in common, or instead be designed for dedicated, skilled players, or even clans made for those with shared commonalities such as personality, ethnicity, heritage, language or gender.

Another key component of many video game networks is the connection between the player base and the game developers. Many game developers have outlets either through official website forums or social media where gamers can communicate with and provide feedback to the game developers.[13] Likewise, these same places become key locations for game developers to communicate with their fans, were often dedicated employees act as liaisons as a bridge between the company and the community.

Some of the most advanced networks take place with massively-multiplayer online gaming where servers of tens of thousands can be present simultaneously in the same instance or environment. In major titles such as World of Warcraft and League of Legends, the player base is in the millions. With so many people, many of these communities may develop virtual economies that may use a barter system or currency system. In some games, the interest in the virtual economies may be so great players will spend real money through auction sites like eBay for virtual property and items, commonly known as RMT (Real Market Trading). Some game developers may ban RMT in their games, especially when it interferes with the equity of the game. That being said, other game developers embrace it with one game, Second Life, with its entire focus on the usage of real-life currency for everything in the game world.

Since smartphones became commonplace around 2007, mobile video games have seen rapid increases in popularity. The widespread appeal of simple, "time-killing" games, reminiscent of "social games" such as those found on Facebook, has set the stage for mobile video games to account for almost 35% of video games' total market share by 2017. Because games such as Clash of Clans offer in-game bonuses for referring new players to the game, mobile gamers have turned to social media sites to recruit their friends and family. Some games even offer integrated social media support to provide players with in-game chat or "friends" features for communicating and competing with other players.[15] A large number of mobile game players has led to the creation of devoted forums, blogs, and tip sites similar to those committed to console video games. Popular video game publications, like Ars Technica and TouchArcade are even beginning to give significant coverage to mobile games.[16]

Debate over social culture versus antisocial culture

There has been much debate among media theorists as to whether video games are an inherently social or anti-social activity. Terry Flew argues that digital games are "increasingly social, a trend that works against the mainstream media's portrayal of players as isolated, usually adolescent boys hidden away in darkened bedrooms, failing to engage with the social world." He asserts that games are played in very social and public settings; for example computers and consoles are often played in living areas of domestic homes, where people play with family or friends.

David Marshall argues against the rich source of "effects" based research, finding that games are "deliberating and anti-social forms of behavior".[17] Rather suggesting that "the reality of most games is that they are dynamically social – the elaborate social conversations that emerge from playing games online in massive multi-player formats"[17] (MMOG). Exemplifying 'The Sims Online', he states "has built up entire political and social structures in given communities' that provide an elaborate game life for participants".[17] Gamers in these online worlds participate in many-to-many forms of communication and one-to-one correspondence. The games are not only massive; they are also "intimate and social".[17]

Gosney argues that Alternate Reality Gaming is also inherently social, drawing upon Pierre Levy's (Levy 1998) notion of Collective Intelligence. He states that the game relied upon an "unprecedented level of corroboration and collective intelligence to solve the game".[18] The issue of collective and corroborative team play is essential to ARG, thus are anything but a solitary activity.

Hans Geser further rejects the mainstream media view that video games as an anti-social activity, asserting "there is considerable empirical evidence that Second Life serves mainly to widen the life experience of individuals who have already a rich 'First Life', not as a compensating device for marginal loners."[19] Thus highlighting the "fantastic social possibilities of Second Life",[19] as the intangible reward of social belongingness is of paramount importance. Bray and Konsynski also argue the ability of the technology "to enrich their lives", as most Millennials report: "No difference between friendships developed in the real world vs. friendships developed online, and most use the Internet to maintain their social networks and plan their social activities".[20]

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Online game

Online game

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

Bulletin board system

Bulletin board system

A bulletin board system (BBS), also called computer bulletin board service (CBBS), is a computer server running software that allows users to connect to the system using a terminal program. Once logged in, the user can perform functions such as uploading and downloading software and data, reading news and bulletins, and exchanging messages with other users through public message boards and sometimes via direct chatting. In the early 1980s, message networks such as FidoNet were developed to provide services such as NetMail, which is similar to internet-based email.

Mainframe computer

Mainframe computer

A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise resource planning, and large-scale transaction processing. A mainframe computer is large but not as large as a supercomputer and has more processing power than some other classes of computers, such as minicomputers, servers, workstations, and personal computers. Most large-scale computer-system architectures were established in the 1960s, but they continue to evolve. Mainframe computers are often used as servers.

MUD

MUD

A MUD is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a natural language.

Quake (video game)

Quake (video game)

Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. The overall atmosphere is dark and gritty, with many stone textures and a rusty, capitalized font. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft.

Real-time strategy

Real-time strategy

Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.

Racing game

Racing game

Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic racing simulations and more fantastical arcade-style racing games. Kart racing games emerged in the 1990s as a popular sub-genre of the latter. Racing games may also fall under the category of sports video games.

Card game

Card game

A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games. A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules may vary by region, culture, location or from circle to circle.

DreamHack

DreamHack

DreamHack is an ESL Gaming brand specializing in esports tournaments and other gaming conventions. It is recognized by the Guinness Book of Records and Twin Galaxies as being the world's largest LAN party and computer festival with the world's fastest Internet connection and the most generated traffic. It usually holds its events in Western Europe and North America.

Internet slang

Internet slang

Internet slang is a non-standard or unofficial form of language used by people on the Internet to communicate to one another. An example of Internet slang is "LOL" meaning "laugh out loud". Since Internet slang is constantly changing, it is difficult to provide a standardized definition. However, it can be understood to be any type of slang that Internet users have popularized, and in many cases, have coined. Such terms often originate with the purpose of saving keystrokes or to compensate for small character limits. Many people use the same abbreviations in texting, instant messaging, and social networking websites. Acronyms, keyboard symbols, and abbreviations are common types of Internet slang. New dialects of slang, such as leet or Lolspeak, develop as ingroup Internet memes rather than time savers. Many people also use Internet slang in face-to-face, real life communication.

Neologism

Neologism

A neologism is a relatively recent or isolated term, word, or phrase that may be in the process of entering common use, but that has not been fully accepted into mainstream language. Neologisms are often driven by changes in culture and technology. In the process of language formation, neologisms are more mature than protologisms. A word whose development stage is between that of the protologism and neologism is a prelogism.

Massively multiplayer online game

Massively multiplayer online game

A massively multiplayer online game is an online video game with a large number of players, often hundreds or thousands, on the same server. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.

Social implications of video games

The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content.[6] Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect of video gaming has also had implications for the social interactions and collective behaviors of consumers involved in the activity.

Rise of subcultures

Contemporary investigations have found that there is a prevailing social framework in place during gatherings of video game enthusiasts or 'gamers'.[21] Mäyrä (2008, p. 25) suggests that gamers who gather together to play possess a shared language, engage in collective rituals and are often interested in cultural artifacts such as video game paraphernalia.[22] Cronin and McCarthy (2011) have also explored a liminal, hedonic food culture to be present among these socially connected actors. The commensal consumption of energy-dense low nutrient foods is considered to be appropriated during long stretches of gameplay to contribute to the community and hedonistic aspects of social gaming.[23] In response to the central importance that food plays in the collective enjoyment of social gaming, various websites have been created which allow gamers to rate their favorite foods to accompany play.[24]

The presence of rituals, shared discourse, collective action, and even a liminal food culture among video game communities gives credence to the concept of these cohorts existing as self-defining sub-units within mainstream culture. However, due to the ephemeral and transient nature of their rituals, and also the possibility of virtual interaction through online participation, these cohorts should be considered 'postmodern subcultures'. Video game communities have social elements beyond physical interaction and have come to a stage where online and offline spaces can be seen as 'merged' rather than separate.[6]

MMORPG and identity tourism

Terry Flew (2005)(p. 264)[6] suggests that the appeal of the "Massively Multiplayer Online Role-Playing Game" lie in the idea of escapism, and the ability to assume the role of someone or something that is a fantasy in real life. He notes that '...for some women, [they] enjoy adopting what they feel to be an image of femininity more acceptable or desirable than their real-world body...'

This is what he calls "identity tourism", a form of hopping from one person to another, for which there usually is a stereotypical discourse associated with the protagonist. This is seen in the case of males who assume the personas of the female gender, and the character's representation of her gender being overly sexualized and/or passive, '...this tends to perpetuate and accentuate existing stereotypes of... women...' (Nakamura).

Ownership

Ownership of video game entities is a major issue in video game culture.[25] On one side, players, especially those who played with avatars for several years, have treated the avatars as their property. On the other hand, publishers claim ownership of all in-game items and characters through the EULA (End User License Agreements).[25] Terry Flew recognized this problem: "Intellectual property is much better suited to conventional 'texts' that are fixed or finished, rather than ongoing collaborative creations like games".[26] He also highlights that these issues will only worsen; as more interactive games emerging, issues of regulation, ownership, and service will only get more problematic.[26]

Violence narrative

A source of criticism that the public often aims at in video games is the violence that they contain. Terry Flew relates this back to the idea of 'moral panic'.[25] He writes that through research the 'computer games cause violence' discussion is mainly focused on psychology. The idea is influenced after horrible shooting events that took place, with the shooting at Columbine High School in Colorado in 1999 being an example. Flew says that assuming this idea, of cause and effect behavior of video games, is one that is flawed. Several studies have shown a correlation between violent content in media and aggressive behavior. At the same time other studies have shown evidence the connection between violent games and violent behavior is thin and unlikely.

Fox News reported that Montreal shooting case in Canada was carried out by the criminal Kimveer Gill,[27] who is a player of Super Columbine Massacre, whose narrative attaches with strong violence sense. On the other hand, some people who hold social determinism theory assert technology is neutral,[28] but it is the way that humans manipulate technology which brings about its social impact.

Issues of gender and sexuality

In conjunction with the changing demographics of video game creators and players, issues related to women and video games, including sexism in video gaming and gender representation in video games, have received increased attention by academia, the media, the games industry and by gamers themselves. The issue was brought to wider attention as a result of the 2014 Gamergate harassment campaign, in which some gamers, under the pretense of calling out ethical issues in game journalism, harassed and threatened several female developers and those that supported the developers. Gamergate was described by Bob Stuart in The Daily Telegraph as "an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out..those who want to see more diversity in gaming"[29]

Benjamin Paaßen has argued that because video game culture has long been a space dominated by heterosexual men, the video game industry tends to cater to this particularly lucrative audience, producing video games that reflect the desires of the heterosexual male gaze. He further argues that this lack of representation of alternate identities in video games has caused gamers who divert from the dominant demographic to be often relegated to the margins of the culture. This process is thus seen to perpetuate the stereotypical image of the geeky, heterosexual male gamer as the ruler of the video game world. Contrary to popular belief, there are a multitude of communities within video game culture that do not fulfill the typical gamer stereotype. The problem is that they lack visibility. One reason for this is that many people do not want to reveal their association with video game culture out of fear of stigmatization. Past research has shown this to be the case for the female gamer. Because women in video game culture are often ostracized by their male gamer counterparts, female gamers are frequently forced to conceal their gender, only participating in video game culture when they can remain anonymous.[4] When concealing their identities, females gamers try to change their voice when talking online, they will play as a male character instead of a female character followed by some kind of masculine name.[30] Doing this, however, can make video games less fun and exciting and could cause the player just quit the game. On the other hand, it's different for the male gamer. Like girl gamers would choose a male character to play as the male gamer would sometimes choose a girl character to play as. But for the male to pick a girl character is very common in the culture. According to Bosson, Prewitt-Freilino, and Taylor, male gamers who try to be female characters are not harassed as much as girl gamers since the male gamers can simply undo the change or just reveal their true identities as a male which reduces the harassing.

When it comes to working into the video game development industry, there is a small minority of women within these industries. With 3% of programmers, 11% game designers, 13% of artists and animators, 13% of QA testers, and 16% of producers, these are low numbers for women in the video game development industry. The reason for this may be partly caused by the lack of encouragement due to the negativity or harassing of females in video game culture. Due to being the minority, women in the video game development industry receive stereotypical threats because of being in a male dominant career. There was a hashtag that was created on Twitter that was #1ReasonWhy in which it was reasons why there was a lack of women in the video game industry. Video game designer Kim Swift stated that "Because I get mistaken for the receptionist or day-hire marketing at trade shows."

Additionally, dominant perceptions of gamers as asocial, straight, white men are also challenged by the presence of gamers who do not identify as heterosexual. For instance, it has been shown by past research that the LGBTQ+ community maintains a notable presence within video game culture. For LGBTQ+ gamers, video games provide an alternate reality in which there is the opportunity for sexual expression, identity formation, and community building.[31] Such communities indicate the development of diverse subcultures within the culture of video games as a whole.

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Terry Flew

Terry Flew

Terry Flew is an Australian media and communications scholar, and Professor of Digital Communication and Culture in the Department of Media and Communication at the University of Sydney, Australia. He was formerly the Professor and Assistant Dean (Research) in the Creative Industries Faculty at the Queensland University of Technology. He has produced award-winning research in creative industries, media and communications, and online journalism. He is primarily known for his publication, New Media: An Introduction, which is currently in its fourth edition. His research interests include digital media, global media, media policy, creative industries, media economics, and the future of journalism.

Ownership

Ownership

Ownership is the state or fact of legal possession and control over property, which may be any asset, tangible or intangible. Ownership can involve multiple rights, collectively referred to as title, which may be separated and held by different parties.

Moral panic

Moral panic

A moral panic is a widespread feeling of fear, often an irrational one, that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", usually perpetuated by moral entrepreneurs and mass media coverage, and exacerbated by politicians and lawmakers. Moral panic can give rise to new laws aimed at controlling the community.

Columbine High School massacre

Columbine High School massacre

On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. Ten students were killed in the school library, where Harris and Klebold subsequently committed suicide. Twenty-one additional people were injured by gunshots, and gunfire was also exchanged with the police. Another three people were injured trying to escape. At the time, it was the deadliest high school shooting in U.S. history, until the Stoneman Douglas High School shooting in February 2018. It is also the deadliest mass shooting in the state of Colorado.

Women and video games

Women and video games

The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.

Gender representation in video games

Gender representation in video games

The portrayal of men and women in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming.

Gamergate (harassment campaign)

Gamergate (harassment campaign)

Gamergate or GamerGate (GG) was a loosely organized misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "#Gamergate" primarily in 2014 and 2015. Beginning in August 2014, Gamergate targeted women in the video game industry, most notably feminist media critic Anita Sarkeesian and video game developers Zoë Quinn and Brianna Wu, among others. The harassment campaign included doxing, rape threats, and death threats. Gamergate proponents ("Gamergaters") stated that they were a social movement, but lacked well-defined goals, a coherent message, and leaders, making Gamergate difficult to define. Gamergaters claimed to promote ethics in video games journalism, claimed to be protecting the "gamer" identity, and opposed what they asserted as "political correctness" in video games.

The Daily Telegraph

The Daily Telegraph

The Daily Telegraph, known online and elsewhere as The Telegraph, is a national British daily broadsheet newspaper published in London by Telegraph Media Group and distributed across the United Kingdom and internationally. It was founded by Arthur B. Sleigh in 1855 as The Daily Telegraph & Courier. Considered a newspaper of record over The Times in the UK in the years up to 1997, The Telegraph has been described as being "one of the world's great titles".

Male gaze

Male gaze

In feminist theory, the male gaze is the act of depicting women and the world in the visual arts and in literature from a masculine, heterosexual perspective that presents and represents women as sexual objects for the pleasure of the heterosexual male viewer. In the visual and aesthetic presentations of narrative cinema, the male gaze has three perspectives: (i) that of the man behind the camera, (ii) that of the male characters within the film's cinematic representations; and (iii) that of the spectator gazing at the image.

Stereotype

Stereotype

In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example, an expectation about the group's personality, preferences, appearance or ability. Stereotypes are sometimes overgeneralized, inaccurate, and resistant to new information, but can sometimes be accurate.

Kim Swift

Kim Swift

Kimberly Swift is an American video game designer best known for her work at Valve with games such as Portal and Left 4 Dead. Swift was featured by Fortune as one of "30 Under 30" influential figures in the video game industry. She was described in Mental Floss as one of the most recognized women in the industry and by Wired as "an artist that will push the medium forward".

LGBT

LGBT

LGBT is an initialism that stands for lesbian, gay, bisexual, and transgender. In use since the 1990s, the initialism, as well as some of its common variants, functions as an umbrella term for certain sexualities and gender identities.

Gaming and popular culture

A crossover between video game culture and graffiti culture drawn on a piece of the Berlin Wall
A crossover between video game culture and graffiti culture drawn on a piece of the Berlin Wall

Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward kids and young teenagers are advertised on Disney Channel, Cartoon Network and Nickelodeon, while games targeted toward older teenagers and adults are advertised on MTV, G4, Comedy Central and in NFL Network.

Gaming as portrayed by the media

From the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, in its early history video gaming had occasionally caught the attention of the mainstream news outlets. In 1972, Pong became the first video game pop-culture phenomenon. This was followed by Pac-Man in 1980. Other video games labeled as pop-culture phenomena include Final Fantasy, Halo, Metal Gear, The Legend of Zelda, Tomb Raider, Grand Theft Auto, Call of Duty, World of Warcraft, Fortnite, Street Fighter, Mortal Kombat, Pokémon, Guitar Hero, Sonic the Hedgehog, and the Mario games.

As games became more realistic, issues of questionable content arose. The most notable early example is NARC, which through its use of digitized graphics and sound and its adult-oriented theme quickly became a target of the press. These same issues arose again when Mortal Kombat debuted, particularly with its home video game console released on the Genesis and Super NES platforms; due to Nintendo's strict content-control guidelines, that system's version of Mortal Kombat was substantially re-worked to remove any 'extreme' violence. In response to these issues (and in parallel to similar demands made upon the music and movie industries), the ESRB was established to help guide parents in their purchasing decisions. 1993's Doom caused quite a stir, with its detailed 3D graphics and copious amounts of blood and gore. The 1996 game, Duke Nukem 3D, was accused of promoting pornography and violence; as a result of the criticism, censored versions of the game were released in certain countries. In the 1999 Columbine shootings, violent video games were for a time directly blamed by some for the incident, and labeled as "murder simulators".

In 2001, Grand Theft Auto III was released, which started the controversy over again.

Streaming

Television channels

The first video game TV show was GamePro TV.

The first television channel dedicated to video games and culture, G4, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. X-Play, one of the channel's most popular shows and the highest-rated video game review show, is still produced at G4 until it was bought by Esquire Magazine, who decided to cease X-Play and focus less on the video game oriented audience of G4 and go with their traditional, more general male audience of their magazine.

Ginx TV is an international multi-language video game television channel, managed by the former MTV Networks Europe Managing Director Michiel Bakker.[32]

There are also video game shows that appear on other channels, such as Spike TV, Fuel TV, and MTV.

In Korea, there are two cable TV channels fully dedicated to video games, Ongamenet and MBCGame, broadcasting professional game leagues that are held in Korea.

In Germany, most of the shows and channels dedicated to video games were canceled, although the content was highly appreciated by the video game audience. There was one digital cable and satellite channel with a focus on video games, which was closed in 2009: GIGA Television. Some of the hosts also did their show Game One dedicated to games on the German MTV channel until canceled 2014.[33] The show is quite famous for their sketches on games and video game culture in Germany. The unofficial successor is the YouTube show Game Two, financed by public-service broadcasting program funk[34] and produced by the 24/7 online channel Rocket Beans TV, which is dedicated to video game, nerd and pop culture. A similar show was "Reload"; produced for the public-service channel EinsPlus until the channel was announced to close in 2014. The Franco-German TV network arte has a show dedicated to video game culture: Art of Gaming

In Australia, there is one TV show that is based on video games and games. Good Game on the ABC (Australian Broadcasting Corporation) which broadcasts on channel ABC2. The show is also available as a podcast on iTunes.

In Russia, there are one satellite, the "Perviy Igrovoy" (Gaming First) and one cable, "Gameplay TV", video game TV channels. Channels have Internet streams.

Web series

AVGN is a show about a fictional character created by James Rolfe. The character is portrayed as a foul-mouthed, short-tempered retro gamer who reviews old video games usually sarcastically and negatively with frequent use of profanity for comical effect.

Pure Pwnage, was a fictional series chronicling the life and adventures of Jeremy, a self-proclaimed "pro gamer".

Red vs. Blue (made by Rooster Teeth), is a machinima (machine-cinema) filmed with the Halo series of games. The series consist of hundreds of short episodes taking place in their own Halo based universe.

Consolevania, a game review/sketch show produced in Glasgow, Scotland, was developed into a broadcast series, videoGaiden on BBC Scotland.

The Guild is a web series, created by Felicia Day, in which the cast are members of a guild that plays an MMORPG similar to World of Warcraft.

Game Grumps, a show on YouTube in which the cast plays games sent in by viewers. It has a related show called Steam Train where the cast plays games either on Steam or sent in by independent developers.

Influences on music

Video game music has been utilized by popular musicians in many ways. The earliest example was the electronic music band Yellow Magic Orchestra's self-titled album, released in 1978,[35] which utilized Space Invaders samples as instrumentation.[36] In turn, the band would have a major influence on much of the video game music produced during the 8-bit and 16-bit eras.[35] During the golden age of arcade video games in the early 1980s, it became common for arcade game sounds and bleeps to be utilized, particularly in early hip hop music,[37] synthpop,[38] and electro music.[39] Buckner & Garcia's Pac-Man Fever, released in 1982,[40] featured songs that were both about famous arcade games like Pac-Man, Donkey Kong and Berzerk, and also used the sound samples from the games themselves as instrumentation. In 1984, former Yellow Magic Orchestra member Harry Hosono produced an album entirely from Namco arcade game samples, entitled Video Game Music.[41]

Aphex Twin, an experimental electronic artist, under the name "PowerPill" released the Pacman EP in 1992 that featured a heavy use of Pac-Man sound effects. An entire music genre called chiptunes, or sometimes gamewave, have artists dedicated to using the synthesizer sets that came with past video game consoles and computers, particularly the Commodore 64 and the Nintendo Entertainment System. These bands include Mr. Pacman, 8 Bit Weapon, Goto 80, 50 Hertz and Puss. The influence of retro video games on contemporary music can also be seen in the work of less purist "Bitpop" artists, such as Solemn Camel Crew and Anamanaguchi. Moreover, many gamers collect and listen to video game music, ripped from the games themselves. This music is known by its file extension and includes such formats as: SID (Commodore 64), NSF (NES) and SPC (SNES). Cover bands like Minibosses perform their own instrumentations, and groups like The Protomen have written rock operas inspired by the Mega Man video games, while communities like OverClocked ReMix have released thousands of game music arrangements in a variety of genres and have influenced the careers of several game composers.[42][43][44]

A comedy subgenre has developed increasing the popularity of several musicians including Jonathan Coulton, famous for the song Still Alive featured in the credits of Valve's Portal, and Jonathan Lewis, songwriter and composer credited with the Half-Life-themed parody album Combine Road.

Full orchestras, such as the Symphonic Game Music Concert tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the Final Fantasy series, the Metal Gear series, and Nintendo themed music, such as the Mario & Zelda Big Band Live Concert. In Japan, Dragon Quest symphonic concerts are performed yearly, ever since their debut in 1987.

Video game and film crossovers

Films based on video games

Examples of films based on video games include Street Fighter, Mortal Kombat, BloodRayne, Doom, House of the Dead, Alone in the Dark, Resident Evil, Silent Hill, Tomb Raider, Assassin's Creed, and Warcraft.

Until 2019, films based on video games generally had carried a negative connotation for lackluster quality, typically attributed to the difficulties of translating an interactive work to a passive form of entertainment. The commercial and critical success of the films Detective Pikachu and Sonic the Hedgehog in 2019 led to a turnaround for video game adaptions.[45]

Movies about video games

Hollywood has also created films that are about video games themselves. The golden age of arcade video games in the early 1980s led to several films based around arcade games, including Tron (1982), WarGames (1983), and The Last Starfighter (1984). The Wizard (1989) was notable for featuring the first look at the upcoming game Super Mario Bros. 3 for the Nintendo Entertainment System.[46]

Most films related to video games in the 1990s and 2000s were subsequently adaptions of games, rather than dealing with the medium itself, though the concept of video games remained as a central theme in works like Grandma's Boy (2006), Stay Alive (2006), and Gamer (2009). The 2010s introduced a new way of film which expanded on using video games as virtual world within the film. These include Tron: Legacy (2010, a sequel to the original Tron), Scott Pilgrim vs. the World (2010), Wreck-It Ralph (2012) and its sequel Ralph Breaks the Internet (2018), Pixels (2015), Jumanji: Welcome to the Jungle (2017) and its sequel Jumanji: The Next Level (2019), Ready Player One (2018), Free Guy (2021), and Space Jam: A New Legacy (2021).

Interactive movies

Interactive movies as a computer and video game genre were the result of the multimedia expansion of computers and video game consoles in the mid-1990s, primarily because of the increased capacity offered by the laserdisc format. Interactive movies started on arcade machines in 1983, but quickly expanded to computers and video game consoles such as the Sega CD, the Phillips CD-i and the 3DO Interactive Multiplayer. The games are characterized by more emphasis on cinematic sequences, using full-motion video and voice acting. Interactive movie games have been made in several genres, including adventure games, rail shooters, and role-playing games.

The first interactive movie game was Dragon's Lair, originally released in the arcades in 1983, making it the first game to use a laserdisc and animation by Don Bluth, a man who worked for Disney on features like Robin Hood, The Rescuers, and Pete's Dragon, but later worked for other film companies like United Artists (All Dogs Go to Heaven) and Universal Studios (The Land Before Time). In Dragon's Lair, you control the actions of a daring knight named Dirk, to save a princess from an evil dragon, hence the name of the game. Since the dawn of this exact game, more and more companies have influenced the technology used and decided to make their interactive movie games for arcades and consoles. A more recent Interactive movie title is called 'Bandersnatch'. This movie sets you on a plot of a young 80's programmer named Stefan Butler. The movie lets the viewer choose different plot trajectories for the main character questioning reality throughout the way.[47]

The birth of the 'interactive movie' genre was studded with unimpressive flops, though the genre later came into its own; at the time, video-capture technology was still in its infancy, with short (and often grainy and low-quality) video segments being the norm for games of any length.

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Advertising in video games

Advertising in video games

Advertising in video games is the integration of advertising into video games to promote products, organizations, or viewpoints.

Berlin Wall

Berlin Wall

The Berlin Wall was a guarded concrete barrier that encircled West Berlin from 1961 to 1989, separating it from East Berlin and East Germany (GDR). Construction of the Berlin Wall was commenced by the government of the GDR on 13 August 1961. It included guard towers placed along large concrete walls, accompanied by a wide area that contained anti-vehicle trenches, beds of nails and other defenses.

Disney Channel

Disney Channel

Disney Channel, sometimes known as simply Disney, is an American pay television channel that serves as the flagship property of Disney Branded Television, a unit of the Disney Entertainment division of The Walt Disney Company.

Cartoon Network

Cartoon Network

Cartoon Network is an American cable television channel owned by Warner Bros. Discovery. It is a part of The Cartoon Network, Inc., a division that also has the broadcasting and production activities of Boomerang, Cartoonito, Adult Swim, and Toonami under its purview. The channel is headquartered at 1050 Techwood Drive NW in Atlanta, Georgia.

Nickelodeon

Nickelodeon

Nickelodeon is an American pay television channel which launched on April 1, 1979, as the first cable channel for children. It is run by Paramount Global through its networks division's Kids and Family Group. The channel is primarily aimed at children aged 2–17, along with a broader family audience through its program blocks.

Comedy Central

Comedy Central

Comedy Central is an American adult-oriented basic cable channel owned by Paramount Global through its network division's MTV Entertainment Group unit, based in Manhattan. The channel is geared towards young adults aged 18–34 and carries comedy programming in the form of both original, licensed, and syndicated series, stand-up comedy specials, and feature films. It is available to approximately 86.723 million households in the United States as of September 2018.

NFL Network

NFL Network

NFL Network is an American sports-oriented pay television network owned by the National Football League (NFL) and is part of NFL Media, which also includes NFL.com, NFL Films, NFL Mobile, NFL Now and NFL RedZone. Dedicated to American football, the network features game telecasts from the NFL, as well as NFL-related content including analysis programs, specials and documentaries. The network is headquartered in the NFL Los Angeles building located next to SoFi Stadium in Inglewood, California, and broadcasts its worldwide feed from Encompass Digital Media in Atlanta, Georgia. The network has secondary East Coast facilities in the NFL Films building in Mount Laurel, New Jersey.

Video game journalism

Video game journalism

Video game journalism is a branch of journalism concerned with the reporting and discussion of video games, typically based on a core "reveal–preview–review" cycle. With the prevalence and rise of independent media online, online publications and blogs have grown.

Pong

Pong

Pong is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game. Bushnell based the game's concept on an electronic ping-pong game included in the Magnavox Odyssey, the first home video game console. In response, Magnavox later sued Atari for patent infringement.

Pac-Man

Pac-Man

Pac-Man, originally called Puck Man in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.

Grand Theft Auto

Grand Theft Auto

Grand Theft Auto (GTA) is a series of action-adventure games created by David Jones and Mike Dailly. Later titles were developed under the oversight of brothers Dan and Sam Houser, Leslie Benzies and Aaron Garbut. It is primarily developed by British development house Rockstar North, and published by its parent company, Rockstar Games. The name of the series references the term "grand theft auto", used in the United States for motor vehicle theft.

Call of Duty

Call of Duty

Call of Duty is a first-person shooter video game franchise published by Activision. Starting out in 2003, it first focused on games set in World War II. Over time, the series has seen games set in the midst of the Cold War, futuristic worlds, and the modern day. The games were first developed by Infinity Ward, then also by Treyarch and Sledgehammer Games. Several spin-off and handheld games were made by other developers. The most recent title, Call of Duty: Modern Warfare II, was released on October 28, 2022.

Video game and traditional media forms

With the rapid convergence of all media types into a digital form, video games are also beginning to affect, and be affected by traditional media forms.

In history, the Television engineer Ralph Baer, who conceived the idea of an interactive television while building a television set from scratch created the first video game. Video games are now also being exploited by pay-TV companies which allow you to simply attach your computer or console to the television cable system and you can simply download the latest game.

Games act on television, with the player choosing to enter the artificial world. The constructed meanings in video games are more influential than those of traditional media forms. The reason is that 'games interact with the audience in a dialogue of emotion, action, and reaction'.[48] The interactivity means this occurs to a depth that is not possible in the traditional media forms.

Computer games have developed in parallel to both the video game and the arcade video game. The personal computer and console machines such as the Dreamcast, Nintendo GameCube, PlayStation 2 and Xbox offered a new dimension to game playing. The consoles have now largely been replaced by the Xbox 360, Wii and, the PlayStation 4, and the personal computer is still a leading gaming machine.

Games are the first new computer-based media form to socialize a generation of youth in a way that traditional media forms have in the past. Therefore, the 'MTV generation' has been overtaken by the 'Nintendo generation';[49] however, some refer to the current generation as the 'iPod Generation'.

Because they straddle the technologies of television and computers, electronic games are a channel through which we can investigate the various impacts of new media and the technologies of convergence.[50]

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Interactive television

Interactive television

Interactive television is a form of media convergence, adding data services to traditional television technology. It has included on-demand delivery of content, online shopping, and viewer polls. Interactive TV is an example of how new information technology can be integrated vertically into established technologies and commercial structures.

Dreamcast

Dreamcast

The Dreamcast is a home video game console released by Sega on November 27, 1998, in Japan; September 9, 1999, in North America; and October 14, 1999, in Europe. It was the first sixth-generation video game console, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final console, its 2001 discontinuation ending the company's eighteen years in the console market.

PlayStation 2

PlayStation 2

The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 30 November 2000. It is the successor to the original PlayStation, as well as the second installment in the PlayStation brand of consoles. As a sixth-generation console, it competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox. It is the best-selling video game console of all time, having sold over 155 million units worldwide.

Xbox (console)

Xbox (console)

The Xbox is a home video game console manufactured by Microsoft that is the first installment in the Xbox series of video game consoles. It was released as Microsoft's first foray into the gaming console market on November 15, 2001, in North America, followed by Australia, Europe and Japan in 2002. It is classified as a sixth-generation console, competing with Sony's PlayStation 2 and Nintendo's GameCube. It was also the first major console produced by an American company since the release of the Atari Jaguar in 1993.

Xbox 360

Xbox 360

The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo (E3).

Wii

Wii

The Wii is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.

PlayStation 4

PlayStation 4

The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in Europe, South America and Australia, and on February 22, 2014 in Japan. A console of the eighth generation, it competes with Microsoft's Xbox One and Nintendo's Wii U and Switch.

Nintendo

Nintendo

Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops and releases both video games and video game consoles.

Source: "Video game culture", Wikipedia, Wikimedia Foundation, (2023, February 27th), https://en.wikipedia.org/wiki/Video_game_culture.

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References
  1. ^ a b Shaw, Adrienne (2010). "What is video game culture? Cultural studies and game studies". Games and Culture. 5 (4): 403–424. doi:10.1177/1555412009360414. S2CID 145179586.
  2. ^ a b ESA report on the sales, demographics and usage data of the industry Archived 2018-02-19 at the Wayback Machine. (PDF).
  3. ^ Jupiter Media gamer age study – press release Archived March 11, 2006, at the Wayback Machine
  4. ^ a b Paaßen, Benjamin (2016). "What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture". Sex Roles. 76 (7–8): 421–435. doi:10.1007/s11199-016-0678-y. hdl:10871/29765. S2CID 11381128.
  5. ^ Shacknews, 2008-02-04. Retrieved on 2008-05-07.
  6. ^ a b c d e f Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" Oxford University Press
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