Mainstreaming and Game Journalism
Bibliographic Data
| ID | 20007955 |
|---|---|
| Authors | D B Nieborg (0000-0002-3498-789X, Royal Danish Academy – Architecture, Design, Conservation), Maxwell Foxman (0000-0001-6499-4372) |
| Year | 2023 |
| Publication date | 2023-06-29 |
| Open Access | Yes |
| Type | BOOK |
| Venue | Mainstreaming and Game Journalism (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/13837.001.0001 |
| OpenAlex | W4382599919 |
| ISBN | 9780262375504 |
| Language | EN |
| Citations received | 9 |
| References cited | 61 |
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
Citizen journalism · Journalism · Mainstream · Mainstreaming · Media studies · Political science · Public relations · Sociology · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents · Law
Epistemologies of Digital News Production
Cybermania ’94
You Can’t Work for Somebody Who Doesn’t Exist”
Consumer, Women, or Gamer? Comparing Western and Chinese Media Portrayal of Women Gamers Over a Decade
Trash or Treasure
The Videogame Industry Does Not Exist
Video Games in/as Culture
Beyond Play
In/visible hurdles
The Twilight of Common Dreams
Social Media Entertainment
The Platform Society
Nothing but a “titty streamer”
Distinction
Bourdieu on Cultural Intermediaries
Video Game Journalism and the Ideology of Anxiety
Playful approaches to news engagement
From aggressively formalised to intensely in/formalised
How to talk about videogames
The ambivalent Internet
The Video Game Lightning Rod
The formation of gaming culture
Digital Games Research
Mainstreaming Misogyny
Economic Contexts of Journalism
The Formation of Gaming Culture
The Business and Culture of Digital Games
How to Talk about Videogames
Watch Me Play
A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity
Digital Play
Korea's Online Gaming Empire
Apps of Empire
Gender Composition of Teams and Studios in Video Game Development
Digital Play
Blurring the boundaries
Whose Expression Is It Anyway? Videogames and the Freedom of Expression
On “Television Criticism”
Virtual Violence
Gamergate and The Fappening
The cruel optimism of “good crunch”
A time for play
Enter the bit wars
James Newman
The impacts of live streaming and Twitch.tv on the video game industry
I'm Doing this to Change the World
Lifestyle Journalism as Popular Journalism
Legitimating Television
Witnesses of a cultural crisis
The Discursive (Re)construction of Journalism’s Gatekeeping Role
Metajournalistic discourse on the rise of gaming journalism
Recasting Twitch
The GamerGate controversy and journalistic paradigm maintenance
Deconstructing Journalism Culture
The Permanent Crisis of Film Criticism. The Anxiety of Authority
Boundary-Work and the Demarcation of Science from Non-Science
Hollywood Highbrow
Coin-Operated Americans
Entrepreneurial Journalism and the Precarious State of Media Work
United We Stand
It Wasn't Just the Trolls
The End of Casual
Anger, Fear, and Games
Cult Fictions
| Unique citing works | 9 |
|---|---|
| Citations per year | 3 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 9 |