Cultural Code
Video Games and Latin America
Bibliographic Data
| ID | 19969653 |
|---|---|
| Authors | Phillip Penix-Tadsen (0000-0002-2940-5402, corresponding author) |
| Year | 2016 |
| Pages | 344 |
| Publication date | 2016-02-12 |
| Open Access | No |
| Type | BOOK |
| Venue | Cultural Code (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/10350.001.0001 |
| OpenAlex | W4254626166 |
| Open Library | OL28591901M |
| ISBN | 9780262334914 |
| Language | EN |
| Citations received | 21 |
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
Pioneras
What Is a Videogame Movie
Theoretical and Methodological Framework for Studying Video Games and Orientalism
Postcolonial Play in the Orient's Sandbox
Shifting the Focus to East and Southeast Asia
Playing the past
Conpsumptionscapes
Desire and Delusion
Virtual Empire
Transculturation in Latin American Video Game Production
The Significance and Complexities of Anti-Corporate Gamer Activism
Adventures in fantasy Australia
Affective Necropolitics, Procedural Necrorhetorics, and the US–Mexico Border in the Call of Duty Series
Virtual saints, digital deviants
Gaming Race in Brazil
War Games / Puro Vacilón
Racialized Contagion and Defensive Biopolitics in The Last of Us
Navigating Physical and Digital Environments
Limite Da Utopia
Games for the Pluriverse
| Unique citing works | 21 |
|---|---|
| Citations per year | 3,5 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 21 |