Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Cultural Code

Video Games and Latin America

Bibliographic Data

ID19969653
AuthorsPhillip Penix-Tadsen (0000-0002-2940-5402, corresponding author)
Year2016
Pages344
Publication date2016-02-12
Open AccessNo
TypeBOOK
VenueCultural Code (SOURCE_BOOK)
PublisherThe MIT Press (PUBLISHER • US)
DOI10.7551/mitpress/10350.001.0001
OpenAlexW4254626166
Open LibraryOL28591901M
ISBN9780262334914
LanguageEN
Citations received21

How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics

Art · Code (set theory) · Game mechanics · Meaning (existential) · Media studies · Multimedia · Popular culture · Set (abstract data type) · Sociology · Statue · Video game · Video game design · Visual arts · Computer Science · Digital Games and Media · Media and Digital Communication · Psychology · Wikis in Education and Collaboration · Latin America · Social aspects · Sports · Video gamers · Video games

  • Playing the Museum

    Open Access•Jorge Pérez, Yoel Villahermosa Serrano•Games and Culture•2026

  • Pioneras

    Phillip Penix-Tadsen•Feminist Media Histories•2020

  • What Is a Videogame Movie

    Open Access•Mike Sell•Arts•2021

  • Theoretical and Methodological Framework for Studying Video Games and Orientalism

    Open Access•Vít Šisler•CyberOrient•2023

  • Postcolonial Play in the Orient's Sandbox

    Open Access•Souvik Mukherjee, Zahra Rizvi•CyberOrient•2023

  • Shifting the Focus to East and Southeast Asia

    Open Access•Anh Quang Phan•Fudan Journal of the Humanities…•2021

  • Playing the past

    Open Access•Na Li•Convergence The International…•2021

  • Conpsumptionscapes

    Open Access•Claudio Rossi•Culture & History Digital Journal•2020

  • Desire and Delusion

    Open Access•Ricardo Martins•Games and Culture•2024

  • Virtual Empire

    Open Access•Shayan S Lallani•Games and Culture•2022

  • Transculturation in Latin American Video Game Production

    Open Access•Carlos Ramírez-Moreno, Luís Navarrete-Cardero•Games and Culture•2024

  • The Significance and Complexities of Anti-Corporate Gamer Activism

    Open Access•Matthew Ming-Tak Chew•Games and Culture•2022

  • Adventures in fantasy Australia

    Open Access•Lesley Speed•Studies In Australasian Cinema•2025

  • Affective Necropolitics, Procedural Necrorhetorics, and the US–Mexico Border in the Call of Duty Series

    Open Access•Mathias Fuchs•American, British and Canadian…•2025

  • Virtual saints, digital deviants

    Open Access•Tatyana Castillo-Ramos•Latino Studies•2025

  • Gaming Race in Brazil

    Open Access•Edward King•Journal of Latin American…•2024

  • War Games / Puro Vacilón

    Open Access•Debra A Castillo•Latin American Research Review•2022

  • Racialized Contagion and Defensive Biopolitics in The Last of Us

    Open Access•Robert Yeates•Open Library of Humanities•2026

  • Navigating Physical and Digital Environments

    Open Access•Paul R Merchant, Thea Pitman et al.•Bulletin of Latin American Research•2024

  • Limite Da Utopia

    Open Access•T Falcão, Daniel Marques et al.•Revista FAMECOS•2023

  • Games for the Pluriverse

    Open Access•L Eklund, Renard Gluzman et al.•Games and Culture•2024

Unique citing works21
Citations per year3,5
Citation span2020 - 2026 (7)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 21

Tools

Open DOILibgen
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae