Nov 18, 2009 | Browse Past Volumes, Contents Page Only, Digital Media/Internet, Games, Volume 16
‘All Your Base Are Belong to Us’: Videogames and Play in the Information Age Editors: Tom Apperley and Justin Clemens Contents 1. Editorial: Tom Apperley and Justin Clemens 2. A Critique of Play – Sean Cubitt 3. ‘The code which governs war and play’:...
Nov 18, 2009 | Games, Uncategorized, Volume 16
‘[U]se’ is a hopelessly ambiguous or wide word, just as is the word ‘meaning’, which it has become customary to deride. (J.L. Austin, How to Do Things With Words) Language, it is commonly held, describes or reports on some state of affairs. Statements can thus be...
Nov 18, 2009 | Games, Uncategorized, Volume 16
In the face of social imperfections, videogames are habitually condemned for their violent themes and role in debauching the innocence of the young (Buckingham & Bragg 2004). This article presents findings taken from a two-year funded project [1] that gathered...
Nov 17, 2009 | Games, Uncategorized, Volume 16
The Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft (Blizzard Entertainment, 2004) has over 11.5 million players worldwide and growing (Blizzard Entertainment, 2008), making it one of the most popular MMORPGs in the world. In MMORPGs, players...
Nov 16, 2009 | Games, Uncategorized, Volume 16
Asian American gamers are, paradoxically, both hypervisible and out of sight. The presence of American gamers of Asian descent especially in game arcades, tournaments, and Internet cafes is often noted in online gaming forums. This dominant stereotypical perception of...
Nov 16, 2009 | Games, Volume 16
The concept of play has been a touchstone for cultural studies since the translation of Mikhail Bakhtin’s work on carnival (1968), a natural and liberating resistance to domination. As the neo-baroque constructs its spectacles, it requires a spectacular,...