Apocalypse postponed. Discourses on video games from noxious objects to redemptive devices

Over the last decade, a new narrative has emerged in favour of the medium of the video game. Games are now being described as a series of practices which improve our mental and physical skills (see Johnson, 2005, or the marketing and reception of Nintendo’s 2007 game Wii Fit); they are targeted to a...

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Veröffentlicht in:G.A.M.E. (Reggio Calabria) 2012-05
Hauptverfasser: Marco Benoit Carbone, Paolo Ruffino
Format: Artikel
Sprache:eng
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Zusammenfassung:Over the last decade, a new narrative has emerged in favour of the medium of the video game. Games are now being described as a series of practices which improve our mental and physical skills (see Johnson, 2005, or the marketing and reception of Nintendo’s 2007 game Wii Fit); they are targeted to a mature audience, and are no more associated with antisocial teenagers (see Prensky, 2006); they are capable of unprecedented aesthetic achievements (see the reception of games like Rockstar Games’ 2011 L.A. Noire); and their consumption allegedly reveals a seemingly never-ending user growth, making them a globalized, pivotal media for the solution of social and political issues on the scale of the whole planet (McGonigal, 2011).
ISSN:2280-7705
2280-7705