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Accursed Play

The Economic Imaginary of Early Game Studies

Dados Bibliográficos

ID2409685
AutoresSeth Gidding (0000-0001-7323-9184, University of Winchester, autor correspondente)
Ano2018
Volume13
Fascículo7
Páginas765-783
Data de publicação2018-11-01
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoGames and Culture (JOURNAL)
Identificadores do periódicoISSN: 1555-4120 • E-ISSN: 1555-4139
EditoraSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412018755914
OpenAlexW2792720939
IdiomaEN
Citações recebidas9
Referências 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

  • Politics of Play

    Aggie Hirst, Hirst Hirst•Politics of Play•2024

  • Developer dialogues

    Maarten Denoo, Elena Gordon-Petrovskaya•Information Communication & Society•2025

  • The End of Capitalism

    Open Access•Paolo Ruffino•Games and Culture•2021

  • Making Complexity Measurable in Practice

    Open Access•Maarten Denoo, Bruno Dupont et al.•Games and Culture•2024

  • Trains, Stations, and Railways as Harbingers of Biopolitics in Digital Games

    Open Access•Michał Kłosiński, Agata Zarzycka•Games and Culture•2025

  • Videogames Saved My Life

    Open Access•Aggie Hirst•International Political Sociology•2021

  • The experiential value of gambling in f2p gamespaces

    Open Access•Orlando Woods•Convergence The International…•2025

  • Introduction to Special Issue Ludic Economies

    Open Access•Seth Gidding, Alison Harvey•Games and Culture•2018

  • Playing to Profit

    Leslie-Dawn Quick•Deviant Behavior•2025

  • Capital

    Open Access•Karl Marx•On Violence•2020

  • The Dark Side of Game Play

    Torill Elvira Mortensen, Jonas Linderoth et al.•Dark Side of Game Play•2015

  • Gameworlds

    Open Access•Seth Gidding, Seth Giddings•Gameworlds•2014

  • The Routledge Companion to Video Game Studies

    Bernard Perron, Mark J P Wolf et al.•Routledge Companion to Video Game…•2014

  • Playful Identities

    M De Lange, Jos De Mul et al.•Playful Identities•2015

  • Digital Play

    Stephen Kline, S J Kline et al.•Digital Play•2003

  • Play Between Worlds

    Open Access•T L Taylor•Play between worlds•2006

  • Popular Culture

    Open Access•Charles Bernstein•Postmodern Culture•1991

  • Just Gaming

    Julian Stallabrass•New left review•1993

  • The Ecology of Games

    T Jordan•Information Communication & Society•2009

  • The Gift

    C J Fuller, Marcel Mauss et al.•The Gift•2024

  • The Fame Game

    Open Access•Alison Harvey•Games and Culture•2018

  • Ludoarchaeology

    Open Access•Mathias Fuchs•Games and Culture•2014

  • A 'Pataphysics Engine

    Open Access•Seth Gidding•Games and Culture•2007

Obras citantes distintas9
Citações por ano1,13
Intervalo de citações2018 - 2025 (8)
Velocidade de citaçãorecent
Altamente citadoNão
Tipos de citaçãoNeutras: 9
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