assessment, competition, grinding, spatial narrative
Like photography and cinema, video games have matured. Games now earn more money than movies, game studies is a legit discipline, and games are increasingly if grudgingly acknowledged as an artistic medium.
Maybe one reason for the slow acknowledgement of the cultural power of video games may be the false assumption that they're something for teenage boys, even though the average video game player is 38 years old, and those over 50 who play them are more likely to be women. And despite the ubiquity video games overall, those who identify as "gamers" do tend to be overwhelmingly male, and much of gamer culture can be euphemistically described as "problematic."
But games have infected our lives in more ways than just our entertainment budgets. Video games have become more complex, detailed, and even mundane (grinding for gold in a virtual job, trying to earn enough for some nice clothes or a fun trip) even as "real life" becomes more game-like, with addictive challenge-reward systems, sometimes using the same digital interfaces as video games.
- : Gamification of learning
- : Video games as an art form
- : Machinima
- : Game_studies
- Multiple Arcade Machine Emulator - home
Resources and News:
- The Video Game That Claims Everything Is Connected - The Atlantic, 23 Mar 2017
- New Game Turns James Joyce's Ulysses Into Virtual Reality - mental_floss, 20 Mar 2017
- DOOMguy Knows How You Feel - LA Review of Books, 16 Mar 2017
- Gaming and Gamers - Pew Research Center, 15 Dec 2015
- The first great works of digital literature are already being written - The Guardian, 13 Oct 2015
- The only guide to Gamergate you will ever need to read - Washington Post, 14 Oct 2014
- A Game as Literary Tutorial: Dungeons & Dragons Has Influenced a Generation of Writers - NY Times, 13 Jul 2014