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Accursed Play

The Economic Imaginary of Early Game Studies

Datos Bibliográficos

ID2409685
AutoresSeth Gidding (0000-0001-7323-9184, University of Winchester, autor de correspondencia)
Año2018
Volumen13
Número7
Páginas765-783
Fecha de publicación2018-11-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaGames and Culture (JOURNAL)
Identificadores de la revistaISSN: 1555-4120 • E-ISSN: 1555-4139
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412018755914
OpenAlexW2792720939
IdiomaEN
Citas recibidas9
Referencias citadas19

Revisiting early critical responses to computer and video games as a cultural form-before the establishment of games studies as an academic field in the early 2000s-reveals a consistent fascination with games as economic phenomena. Not just as a new commercial competitor in the established popular media marketplace but as models of economies in their own right, models that mesh with player's everyday lives, constraining, facilitating, and forming gameplay. This article will identify and explore some of the most salient themes and phenomena in this early games scholarship and will follow them through subsequent enquiry into games as economies either isomorphic with the systems of consumer capitalism and neoliberalism from which they issue or metamorphic-phantasmagorical or ironic inversions of prevailing social and industrial conditions

Aesthetics · Capitalism · Economics · Field (mathematics · Game studies · Media studies · Neoliberalism (international relations · Political economy · Political science · Positive economics · Salient · Scholarship · Sociology · The Imaginary · Cinema and Media Studies · Digital Games and Media · Media, Gender, and Advertising · Psychology

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Obras citantes distintas9
Citas por año1,13
Intervalo de citas2018 - 2025 (8)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 9
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