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Gambling on Authenticity
Gaming, the Noble Savage, and the Not-So-New Indian
Becca Gercken
Michigan State University Press, 2017
In the decades since the passing of the  Pamajewon ruling in Canada and the Indian Gaming Regulatory Act in the United States, gaming has come to play a crucial role in how Indigenous peoples are represented and read by both Indians and non-Indians alike. This collection presents a transnational examination of North American gaming and considers the role Indigenous artists and scholars play in producing depictions of Indigenous gambling. In an effort to offer a more complete and nuanced picture of Indigenous gaming in terms of sign and strategy than currently exists in academia or the general public, Gambling on Authenticity crosses both disciplinary and geographic boundaries. The case studies presented offer a historically and politically nuanced analysis of gaming that collectively creates an interdisciplinary reading of gaming informed by both the social sciences and the humanities. A great tool for the classroom, Gambling on Authenticity works to illuminate the not-so-new Indian being formed in the public's consciousness by and through gaming.
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Gambling on Authenticity
Gaming, the Noble Savage, and the Not-So-New Indian
Becca Gercken
University of Manitoba Press, 2017

front cover of Gaming
Gaming
Essays On Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press, 2006
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
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Gaming the Stage
Playable Media and the Rise of English Commercial Theater
Gina Bloom
University of Michigan Press, 2018
Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology.

Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.

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Players Unleashed!
Modding The Sims and the Culture of Gaming
Tanja Sihvonen
Amsterdam University Press, 2011

It has been ten years since video game giant Electronic Arts first released The Sims, the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to “mod” The Sims, a practice in which gamers manipulate the computer code of a game, and thereby alter it to add new content and scenarios.   

            
In Players Unleashed!—the first study of its kind—Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact on The Sims and the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.

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