Mainstreaming And Game Journalism

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Mainstreaming and Game Journalism

Author : David B. Nieborg,Maxwell Foxman
Publisher : MIT Press
Page : 219 pages
File Size : 40,8 Mb
Release : 2023-09-26
Category : Social Science
ISBN : 9780262546287

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Mainstreaming and Game Journalism by David B. Nieborg,Maxwell Foxman Pdf

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

Author : David B. Nieborg,Maxwell Foxman
Publisher : MIT Press
Page : 219 pages
File Size : 42,7 Mb
Release : 2023-09-26
Category : Social Science
ISBN : 9780262375511

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Mainstreaming and Game Journalism by David B. Nieborg,Maxwell Foxman Pdf

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

Author : Thomas Poell,David B. Nieborg,Brooke Erin Duffy
Publisher : John Wiley & Sons
Page : 260 pages
File Size : 53,9 Mb
Release : 2021-10-14
Category : Social Science
ISBN : 9781509540525

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Platforms and Cultural Production by Thomas Poell,David B. Nieborg,Brooke Erin Duffy Pdf

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.

The Gamification of Digital Journalism

Author : David O Dowling,Taylor & Francis Group
Publisher : Routledge
Page : 216 pages
File Size : 55,5 Mb
Release : 2020-11-24
Category : Electronic
ISBN : 0367076233

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The Gamification of Digital Journalism by David O Dowling,Taylor & Francis Group Pdf

This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.

The Gamification of Digital Journalism

Author : David O. Dowling
Publisher : Routledge
Page : 282 pages
File Size : 51,8 Mb
Release : 2020-11-23
Category : Language Arts & Disciplines
ISBN : 9780429664328

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The Gamification of Digital Journalism by David O. Dowling Pdf

This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.

Mediating Misogyny

Author : Jacqueline Ryan Vickery,Tracy Everbach
Publisher : Springer
Page : 429 pages
File Size : 41,7 Mb
Release : 2018-02-13
Category : Social Science
ISBN : 9783319729176

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Mediating Misogyny by Jacqueline Ryan Vickery,Tracy Everbach Pdf

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.

Atari to Zelda

Author : Mia Consalvo
Publisher : MIT Press
Page : 269 pages
File Size : 51,8 Mb
Release : 2016-04-08
Category : Games & Activities
ISBN : 9780262034395

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Atari to Zelda by Mia Consalvo Pdf

The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

How Games Move Us

Author : Katherine Isbister
Publisher : MIT Press
Page : 187 pages
File Size : 40,8 Mb
Release : 2017-10-27
Category : Games & Activities
ISBN : 9780262534451

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How Games Move Us by Katherine Isbister Pdf

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Against Flow

Author : Braxton Soderman
Publisher : MIT Press
Page : 329 pages
File Size : 46,8 Mb
Release : 2021-04-13
Category : Games & Activities
ISBN : 9780262045506

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Against Flow by Braxton Soderman Pdf

A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

The Ecology of Games

Author : Katie Salen Tekinbaş
Publisher : MIT Press
Page : 10 pages
File Size : 40,6 Mb
Release : 2008
Category : Education
ISBN : 9780262195751

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The Ecology of Games by Katie Salen Tekinbaş Pdf

An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

The Pen and the Sword

Author : Calvin F. Exoo
Publisher : SAGE
Page : 257 pages
File Size : 55,8 Mb
Release : 2010
Category : Language Arts & Disciplines
ISBN : 9781412953603

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The Pen and the Sword by Calvin F. Exoo Pdf

The Pen and the Sword is the only comprehensive examination of how the media have covered the 21st century's #1 news story: terrorism and the wars in Afghanistan and Iraq. This is the full story-from 9/11 to the Obama doctrine-including

Plugged in

Author : Patti M. Valkenburg,Jessica Taylor Piotrowski
Publisher : Yale University Press
Page : 341 pages
File Size : 41,7 Mb
Release : 2017-01-01
Category : Psychology
ISBN : 9780300218879

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Plugged in by Patti M. Valkenburg,Jessica Taylor Piotrowski Pdf

Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z

Can Democracy Safeguard the Future?

Author : Graham Smith
Publisher : John Wiley & Sons
Page : 160 pages
File Size : 50,9 Mb
Release : 2021-02-01
Category : Philosophy
ISBN : 9781509539260

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Can Democracy Safeguard the Future? by Graham Smith Pdf

Our democracies repeatedly fail to safeguard the future. From pensions to pandemics, health and social care through to climate, biodiversity and emerging technologies, democracies have been unable to deliver robust policies for the long term. In this book, Graham Smith asks why. Exploring the drivers of short-termism, he considers ways of reshaping legislatures and constitutions and proposes strengthening independent offices whose overarching goals do not change at every election. More radically, Smith argues that forms of participatory and deliberative politics offer the most effective democratic response to the current political myopia, as well as a powerful means of protecting the interests of generations to come.

Lifestyle Journalism

Author : Folker Hanusch
Publisher : Routledge
Page : 160 pages
File Size : 53,5 Mb
Release : 2014-03-05
Category : Social Science
ISBN : 9781317849988

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Lifestyle Journalism by Folker Hanusch Pdf

Lifestyle journalism has experienced enormous growth in the media over the past two decades, but scholars in the fields of journalism and communication studies have so far paid relatively little attention to a field that is still sometimes seen as "not real journalism". There is now an urgent need for in-depth exploration and contextualisation of this field, with its increasing relevance for 21st century consumer cultures. For the first time, this book presents a wide range of studies which have engaged with the field of lifestyle journalism in order to outline the various political, economic, social and cultural tensions within it. Taking a comparative view, the collection includes studies covering four continents, including countries such as Australia, China, Norway, Denmark, Singapore, the UK and the USA. While keeping the broader lifestyle field in mind, the chapters focus on a variety of sub-fields such as travel, music, food, health, fashion and personal technology journalism. This volume provides a fascinating account of the different facets of lifestyle journalism, and charts the way forward for a more sustained analysis of the field. This book was originally published as a special issue of Journalism Practice.

Game Changers

Author : Leena Van Deventer,Dan Golding
Publisher : Hachette UK
Page : 272 pages
File Size : 49,7 Mb
Release : 2016-03-01
Category : Games & Activities
ISBN : 9781925475166

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Game Changers by Leena Van Deventer,Dan Golding Pdf

The videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture — and they’ve been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys’ club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoë Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the ‘rising tide of online violence against women and girls’. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better.