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Humanities Remediated: Digital Games Criticism in Academic Discourse

Título: Humanities Remediated: Digital Games Criticism in Academic Discourse

Tesis de Máster , 2010 , 86 Páginas , Calificación: 1.3

Autor:in: M.A. Robert Kampf (Autor)

Didáctica de la asignatura Inglés - Pedagogía, Lingüística
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Resumen Extracto de texto Detalles

Digital games are products of contemporary popular culture and indicators of social and cultural processes in modern computerized information societies. In recent years digital games asserted their status not only as a popular form of entertainment but also as virtual spaces for social interaction, escapism from reality, electronic sports and digital art. The first scientific studies of digital games date back to the late 1970s but recent debates about violence and addiction revived the interest in game research. The field of academic game studies describes the social, cultural, political, ideological, philosophical and psychological dimensions of digital games and their effects and influence on players.

This paper presents an outline of game studies as academic school of thought and their role in scientific, public and political debates. The ambition of this paper is to demonstrate that game studies are a resourceful field of work and can be beneficial to the humanities. More importantly this work states that it is necessary to form an institutionalized frame of academic game research in order to retain the ability to describe and analyze a growing cultural and social phenomenon of unprecedented proportions. Without game studies, whole sectors of youth culture and virtual social networks will barely be accessible to academic research. Above that, the ability of digital games to imitate, explain and even influence real-world social systems is only a small part of the potential that will remain unexplored.

Extracto


Table of Contents

Part 1: Digital Games in Academic Discourse

Abstract

I. Digital Games: The State of Play

II. Digital Games Criticism: Theories and Contexts

A. Game Studies

B. Digital Game Theory

III. The Concepts of Play and Game

IV. Digital Games in the Reality of Culture and Society

Part 2: Digital Games Research and Criticism

V. Research and Criticism of Violence in Digital Games

A. Cultural Differences in the Meaning of Violence

B. Summary and Criticism of Current Violence and Risk Research

B1. Active Media vs. Active User Perspective

B2. Studies on Effects and Representations of Violence in Digital Games

VI. Digital Games and Gender Studies

A. Female Characters – Female Players: The Role of Women in Digital Games

B. Summary and Criticism of Current Gender Game Studies

C. Gender Representation in Digital Games: Tendencies and Perspectives

VII. Game Studies in the Humanities

Research Goals and Themes

This paper examines digital games as a significant cultural phenomenon and argues for the institutionalization of "game studies" as a resourceful and necessary field within the humanities. It addresses the lack of a formal academic framework, explores the tension between traditional theoretical approaches and modern game research, and emphasizes the need for an integrative science to analyze the complex social, cultural, and political dimensions of digital gaming.

  • The role of digital games in contemporary popular culture and society.
  • Theoretical foundations of game studies, including the debate between narratology and ludology.
  • Critical analysis of current research on violence and risk in digital media.
  • Investigation of gender representation and the evolving role of women in digital gaming.
  • The necessity of interdisciplinary cooperation for the advancement of game research.

Excerpt from the Book

B1. Active Media vs. Active User Perspective

Studies about the possible risks of digital games existed long before the media directed the public attention to the topic. However, there is an ever increasing number of studies conducted in the field of risk research, after the school massacres in Littleton and the similar incidents in Germany and the USA. The increasing interest in game research is a positive development, since academic research is still far away from fully understanding game culture and its effects on the individual. Any kind of study seriously concerned with the functionality and effects of games contributes to this understanding. Problems occur when studies are conducted unscientifically or the interpretation of collected data is biased by the researchers own agenda. Many studies in the last two decades exemplified this negative side of game and especially risk research: Violence studies commissioned by political parties, to support their agenda or the media intentionally misinterpreting or exaggerating scientific findings to arouse public attention. Since the late 1990s many game researchers refuse to participate in the study of digital game risks entirely. They criticize [...] that the discussion of games and aggression is essentially an attempt to turn games into a scapegoat for more complex societal problems.

Summary of Chapters

I. Digital Games: The State of Play: This chapter situates digital games within modern popular culture, providing statistical evidence of their significant growth and influence in today's society.

II. Digital Games Criticism: Theories and Contexts: An overview of the emerging field of game studies, identifying the major academic networks and the lack of a central, institutionalized theoretical framework.

III. The Concepts of Play and Game: Explores the fundamental definitions of "play" and "game," examining how different theoretical approaches contribute to understanding gameplay as a cultural and action-based phenomenon.

IV. Digital Games in the Reality of Culture and Society: Discusses the intersection of virtual and real-world environments, specifically focusing on how games reflect and interact with broader socio-cultural frameworks.

V. Research and Criticism of Violence in Digital Games: Analyzes the controversial public and academic debates regarding violent content in games, contrasting the "Active Media" and "Active User" research perspectives.

VI. Digital Games and Gender Studies: Examines the representation of gender in digital games, highlighting the shift from stereotypical portrayals to more complex characters and the evolving role of female players.

VII. Game Studies in the Humanities: Concludes with an appeal for integrating game studies into institutional academic research to better understand and shape the future of this growing digital culture.

Keywords

Game Studies, Digital Games, Ludology, Narratology, Media Effects, Violence Research, Gender Studies, Active Media Perspective, Active User Perspective, Gameplay, Virtual Environments, Cultural Studies, Institutionalization, Humanistic Research, Game Design

Frequently Asked Questions

What is the core focus of this research paper?

The paper focuses on establishing game studies as an institutionalized academic discipline within the humanities to better analyze the social, cultural, and political impact of digital games.

What are the primary thematic fields covered in the study?

The research primarily covers game theory, the cultural relevance of digital games, research regarding violence and risk, and gender studies within the gaming context.

What is the central research question?

The central question is how game studies can be institutionalized as a resourceful academic field that mediates between traditional humanities and the rapidly growing, complex culture of digital gaming.

Which scientific methodology is employed?

The paper utilizes a qualitative, interdisciplinary approach, analyzing existing research, theoretical paradigms, and cultural discourses rather than conducting new empirical laboratory experiments.

What does the main body of the work address?

It addresses the development of game theory, compares the Active Media and Active User research paradigms regarding violence, and critiques existing gender representation studies.

Which key terms characterize this research?

Key terms include "Game Studies," "Gameplay," "Active Media vs. Active User Perspective," "Cultural Artifacts," and "Interdisciplinary Research."

How does the author categorize the research on violence?

The author distinguishes between the "Active Media" perspective, which focuses on passive media effects and laboratory testing, and the "Active User" perspective, which emphasizes context, interpretation, and user agency.

What is the author's stance on the "ludology vs. narratology" debate?

The author considers the dichotomy between ludology and narratology to be largely out-dated and constructed, advocating for a more integrative, comprehensive theoretical perspective.

What conclusion is drawn regarding the future of game studies?

The author concludes that game studies must be permanently integrated into academic institutions to provide a rigorous, objective, and scholarly foundation for understanding digital gaming as a major societal phenomenon.

How is the significance of "serious games" described?

The author highlights "serious games" as a key area where game designers and academic researchers should collaborate, demonstrating the practical application of game studies beyond entertainment.

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Detalles

Título
Humanities Remediated: Digital Games Criticism in Academic Discourse
Universidad
University of Münster  (English Department)
Calificación
1.3
Autor
M.A. Robert Kampf (Autor)
Año de publicación
2010
Páginas
86
No. de catálogo
V271790
ISBN (Ebook)
9783656638889
ISBN (Libro)
9783656638865
Idioma
Inglés
Etiqueta
humanities remediated digital games criticism academic discourse
Seguridad del producto
GRIN Publishing Ltd.
Citar trabajo
M.A. Robert Kampf (Autor), 2010, Humanities Remediated: Digital Games Criticism in Academic Discourse, Múnich, GRIN Verlag, https://www.grin.com/document/271790
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Extracto de  86  Páginas
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