Mainstreaming and Game Journalism

Mainstreaming and Game Journalism PDF Author: David B. Nieborg
Publisher: MIT Press
ISBN: 0262546280
Category : Social Science
Languages : en
Pages : 219

Get Book Here

Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

Mainstreaming and Game Journalism

Mainstreaming and Game Journalism PDF Author: David B. Nieborg
Publisher: MIT Press
ISBN: 0262546280
Category : Social Science
Languages : en
Pages : 219

Get Book Here

Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

Mainstreaming and Game Journalism

Mainstreaming and Game Journalism PDF Author: David B. Nieborg
Publisher: MIT Press
ISBN: 0262375516
Category : Social Science
Languages : en
Pages : 219

Get Book Here

Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

Platforms and Cultural Production

Platforms and Cultural Production PDF Author: Thomas Poell
Publisher: John Wiley & Sons
ISBN: 1509540520
Category : Social Science
Languages : en
Pages : 260

Get Book Here

Book Description
The widespread uptake of digital platforms – from YouTube and Instagram to Twitch and TikTok – is reconfiguring cultural production in profound, complex, and highly uneven ways. Longstanding media industries are experiencing tremendous upheaval, while new industrial formations – live-streaming, social media influencing, and podcasting, among others – are evolving at breakneck speed. Poell, Nieborg, and Duffy explore both the processes and the implications of platformization across the cultural industries, identifying key changes in markets, infrastructures, and governance at play in this ongoing transformation, as well as pivotal shifts in the practices of labor, creativity, and democracy. The authors foreground three particular industries – news, gaming, and social media creation – and also draw upon examples from music, advertising, and more. Diverse in its geographic scope, Platforms and Cultural Production builds on the latest research and accounts from across North America, Western Europe, Southeast Asia, and China to reveal crucial differences and surprising parallels in the trajectories of platformization across the globe. Offering a novel conceptual framework grounded in illuminating case studies, this book is essential for students, scholars, policymakers, and practitioners seeking to understand how the institutions and practices of cultural production are transforming – and what the stakes are for understanding platform power.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

Get Book Here

Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Time and Social Theory

Time and Social Theory PDF Author: Barbara Adam
Publisher: John Wiley & Sons
ISBN: 0745669395
Category : Social Science
Languages : en
Pages : 346

Get Book Here

Book Description
Time is at the forefront of contemporary scholarly inquiry across the natural sciences and the humanities. Yet the social sciences have remained substantially isolated from time-related concerns. This book argues that time should be a key part of social theory and focuses concern upon issues which have emerged as central to an understanding of today's social world. Through her analysis of time Barbara Adam shows that our contemporary social theories are firmly embedded in Newtonian science and classical dualistic philosophy. She exposes these classical frameworks of thought as inadequate to the task of conceptualizing our contemporary world of standardized time, computers, nuclear power and global telecommunications.

Mediating Misogyny

Mediating Misogyny PDF Author: Jacqueline Ryan Vickery
Publisher: Springer
ISBN: 3319729179
Category : Social Science
Languages : en
Pages : 438

Get Book Here

Book Description
Mediating Misogyny is a collection of original academic essays that foregrounds the intersection of gender, technology, and media. Framed and informed by feminist theory, the book offers empirical research and nuanced theoretical analysis about the gender-based harassment women experience both online and offline. The contributors of this volume provide information on the ways feminist activists are using digital tools to combat harassment, raise awareness, and organize for social and political change across the globe. Lastly, the book provides practical resources and tips to help students, educators, institutions, and researchers stop online harassment.

One-Dimensional Queer

One-Dimensional Queer PDF Author: Roderick A. Ferguson
Publisher: John Wiley & Sons
ISBN: 1509523596
Category : Social Science
Languages : en
Pages : 89

Get Book Here

Book Description
The story of gay rights has long been told as one of single-minded focus on the fight for sexual freedom. Yet its origins are much more complicated than this single-issue interpretation would have us believe, and to ignore gay liberation's multidimensional beginnings is to drastically underestimate its radical potential for social change. Ferguson shows how queer liberation emerged out of various insurgent struggles crossing the politics of race, gender, class, and sexuality, and deeply connected to issues of colonization, incarceration, and capitalism. Tracing the rise and fall of this intersectional politics, he argues that the one-dimensional mainstreaming of queerness falsely placed critiques of racism, capitalism, and the state outside the remit of gay liberation. As recent activism is increasingly making clear, this one-dimensional legacy has promoted forms of exclusion that marginalize queers of color, the poor, and transgender individuals. This forceful book joins the call to reimagine and reconnect the fight for social justice in all its varied forms.

Interactive Entertainment

Interactive Entertainment PDF Author: Brent Rabowsky
Publisher: gameindustrybook
ISBN: 0984298428
Category : Computers
Languages : en
Pages : 274

Get Book Here

Book Description
A comprehensive book about the video game industry. The book discusses, in detail, the life cycle of a video game from conception to distribution, including analysis of how game production, marketing, and sales teams work together to launch a successful product. In addition, the book provides informative chapters on intellectual property, and contractual, regulatory, and other legal issues. Topics covered are: Genres and Platforms, Publishing and Industry Economics, Ancillary Opportunities, Industry Trade Organizations, Regulation, Legal Affairs, and Forming and Running a Games Company.

Abortion Politics

Abortion Politics PDF Author: Ziad Munson
Publisher: John Wiley & Sons
ISBN: 0745688829
Category : Social Science
Languages : en
Pages : 140

Get Book Here

Book Description
Abortion has remained one of the most volatile and polarizing issues in the United States for over four decades. Americans are more divided today than ever over abortion, and this debate colors the political, economic, and social dynamics of the country. This book provides a balanced, clear-eyed overview of the abortion debate, including the perspectives of both the pro-life and pro-choice movements. It covers the history of the debate from colonial times to the present, the mobilization of mass movements around the issue, the ways it is understood by ordinary Americans, the impact it has had on US political development, and the differences between the abortion conflict in the US and the rest of the world. Throughout these discussions, Ziad Munson demonstrates how the meaning of abortion has shifted to reflect the changing anxieties and cultural divides which it has come to represent. Abortion Politics is an invaluable companion for exploring the abortion issue and what it has to say about American society, as well as the dramatic changes in public understanding of women’s rights, medicine, religion, and partisanship.

Playing with Videogames

Playing with Videogames PDF Author: James Newman
Publisher: Routledge
ISBN: 1134173016
Category : Games & Activities
Languages : en
Pages : 225

Get Book Here

Book Description
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.