Playing
Game Cultures: electronic games
Play, an essential component of human experience, has
been understudied. Although there have been some classic works on play
including, Homo Ludens: A Study of the Play Element in Culture
by J. Huizinga (Boston: Beacon Press, 1979) and Man, Play, and Games
by R. Callois (translated by M. Barash, New York: Schoken, 1955) and there
have been many studies of play by researchers in psychology trying to
discern its meanings for children, it has not been a major object of investigation
in media and cultural studies.
With the emergence of electronic games, the idea of play and an analysis
of its complicated relationship to everyday life has catapulted it centrestage.
In this chapter, we want to explore how electronic games in all their
various incarnations are presenting play as a central component of contemporary
experience that may parallel other forms of entertainment but has significant
qualitative differences. The interactive architecture of electronic games,
which changes dramatically the cultural experience of games and play,
is also investigated. Games present a particularly powerful example of
the distinctive kinds of investments and engagements that are part of
new media cultures. In their own way, game players enact a form of cultural
production in their remaking of the game through play. This chapter works
through a reading of game play from the perspective of cultural production
and finally an interpretation of the kinds of communities that have developed
through online gaming… |