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Understanding Counterplay In Video Games

Understanding Counterplay In Video Games

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Author by : Alan F. Meades
Languange Used : en
Release Date : 2015-06-05
Publisher by : Routledge

ISBN : 9781317618805

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts....



Alan F Meades Understanding Counterplay In Video Games

Alan F Meades Understanding Counterplay In Video Games

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Author by : Sascha Pöhlmann
Languange Used : en
Release Date : 2019
Publisher by :

ISBN : OCLC:1155562328

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Gaming Rhythms

Gaming Rhythms

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Author by : Tom Apperley
Languange Used : en
Release Date : 2011-06-16
Publisher by : Lulu.com

ISBN : 9789081602112

"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website....



Playing Against The Grain Rhetorics Of Counterplay In Console Based First Person Shooter Videogames

Playing Against The Grain Rhetorics Of Counterplay In Console Based First Person Shooter Videogames

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Author by : Alan Frederick Meades
Languange Used : en
Release Date : 2013
Publisher by :

ISBN : OCLC:855692735

Counterplay is a way of playing digital games that opposes the encoded algorithms that define their appropriate use and interaction. Counterplay is often manifested within the social arena as practices such as the creation of incendiary user generated content, grief-play, cheating, glitching, modding, and hacking. It is deemed damaging to normative play values, to the experience of play, and detrimental to the viability of videogames as mainstream entertainment products. Counterplay is often framed through the rhetoric of transgression as pathogen, as a hostile, infectious, threatening act. Those found conducting it are subject to a range of punishments ranging from expulsion from videogames to criminal conviction. Despite the steps taken to manage counterplay, it occurs frequently within contemporary videogames causing significant disruption to play and necessitating costly remedy. This thesis argues that counterplay should be understood as a practice with its own pleasures and justifying rhetorics that problematise the rhetoric of pathogen and attenuate the threat of penalty. Despite the social and economic significance of counterplay upon contemporary videogames, relatively little is known of the practices conducted by counterplayers, their motivations, or the rhetorics that they deploy to justify and contextualise their actions. Through the use of ethnographic approaches, including interview and participant observation, alongside the identification and application of five popular rhetorics of transgression, this study aims to expose the meanings and complexities of contemporary counterplay. It examines counterplayer testimonies that articulate the practices and rhetorics underpinning the creation of incendiary user generated content, grief play, glitching, modding, and hacking on the Xbox 360 platform in particular. This study represents a contribution to the field of game studies in an area so far under-researched, offering voice to a previously silent demographic, that of counterplayers. In focussing upon their practices, communities and motivations, this study challenges the framing of counterplay as reductively oppositional or hostile. Instead, counterplay is shown to be an act of seduction, a means of articulating identity, status and recognition, as an expression of hacker ideology, and as a re-engagement with the carnivalesque. These meanings, in addition to the rhetoric of pathogen, offer an expanded image of counterplay and the counterplayer that highlights the significance of counterplay within the context of contemporary popular and youth culture....



History In Games

History In Games

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Author by : Martin Lorber
Languange Used : en
Release Date : 2020-10-31
Publisher by : transcript Verlag

ISBN : 9783839454206

Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies....



Exploring Videogames Culture Design And Identity

Exploring Videogames Culture Design And Identity

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Author by : Nick Webber
Languange Used : en
Release Date : 2019-01-04
Publisher by : BRILL

ISBN : 9781848882409

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture....



The Dark Side Of Game Play

The Dark Side Of Game Play

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Author by : Torill Elvira Mortensen
Languange Used : en
Release Date : 2015-06-05
Publisher by : Routledge

ISBN : 9781317574460

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?...



Fans And Videogames

Fans And Videogames

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Author by : Melanie Swalwell
Languange Used : en
Release Date : 2017-03-03
Publisher by : Taylor & Francis

ISBN : 9781317191919

This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives....



Video Games And Spatiality In American Studies

Video Games And Spatiality In American Studies

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Author by : Dietmar Meinel
Languange Used : en
Release Date : 2022-02-21
Publisher by : Walter de Gruyter GmbH & Co KG

ISBN : 9783110675184

While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games....



Video Game Policy

Video Game Policy

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Author by : Steven Conway
Languange Used : en
Release Date : 2015-10-14
Publisher by : Routledge

ISBN : 9781317607229

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium....