Get Transnational Contexts of Culture, Gender, Class, and PDF

By Alexis Pulos, S. Austin Lee

ISBN-10: 3319438166

ISBN-13: 9783319438160

ISBN-10: 3319438174

ISBN-13: 9783319438177

This ebook examines the neighborhood, nearby and transnational contexts of games via a centred research on gaming groups, the methods video game layout regulates gender and sophistication relatives, and the affects of colonization on online game layout. The severe curiosity in video games as a cultural artifact is roofed by way of quite a lot of interdisciplinary paintings. to focus on the social affects of video games the 1st element of the publication covers the structures equipped round excessive ranking online game competitions, the advance of self sufficient video game layout groups, and the formation of fan groups and cosplay. the second one part of the booklet deals a deeper research of video game buildings, gender and masculinity, and the industrial constraints of empire which are equipped into online game layout. the ultimate part deals a macro point of view on transnational and colonial discourses outfitted into the cultural buildings of East Asian video game play.

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Extra resources for Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia

Example text

These environments are digital archives where players upload their highest scores and discuss strategies for maximizing scores, both (as we shall explore in more depth later in this chapter) cooperating and competing with their fellow players to push the records ever higher. They also serve as a centralized repository of video links. Videos are just as important as scores; whereas in the past videos were distributed in physical copy as above, now many videos are uploaded to video sharing sites (although DVD circulation remains in Japan).

35 is simpler when the games can be played from one’s home rather than in an arcade and when scores can be immediately updated and uploaded online rather than having to check in with scores obtained at other physical arcade venues. The “Winner” and the Million Losers We have now identified that danmaku games are focused for many players on a spaciotemporally distributed form of competition towards the highest possible score; that the pursuit of a high score rather than victory within the delineated space of a tournament venue leads to asymptotic competition, which sees players competing for every greater individual feats within a given competition no matter when or where these feats are accomplished; and that this means traditional concepts of “sportsmanship” do not readily apply, and engaging in such practice would only reduce one’s ability to compete at a high level.

In speedrunning, however, it is expected that all players will work together on deducing the best strategy for the game (given current knowledge of glitches and exploits). Players cooperate in their theorycrafting—the analysis of game mechanics designed to optimize and improve player decisions and strategies (Wenz 2013)—and then compete to be the player with the best possible reflexes and execution ability (cf. Witkowski 2009) who can carry out these strategies in the game itself. Now that danmaku games are the dominant subgenre of shmup, the “skill level required to play [these games] has become daunting” (Crawford 2013), and thus collaborating on the strategic level reduces the pressure and the requirement on any given player to master strategy, as well as mastering execution.

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Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia by Alexis Pulos, S. Austin Lee


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