Wednesday 22 December 2010

Gaming Culture


1972 saw the rise of the first arcade video game Pong, this was the beginning of generations of gamers and an ever increasing range of gaming cultures. It is important to note that this is not the first signs of play or gaming within society, as a species we have played or indulged in leisurely fun for centuries: it’s essentially in our nature. French philosopher and intellectual Roger Callous put forth the notion that there are four definitions of play, each subscribing to a set of rules that defines it from the other. These forms are defined as:
·         Agon (competition) Are competition type games and the clearest example would be chess.
·         Alea (Chance) Are chance based games such as gambling.
·         Mimesis (mimicry/role playing)
·         Llinx: sense of altering perception such as fun fair rides.

Games are broken down into specific criteria which make a game; they must have a form of rule in order to provide structure. The consequences must be variable for example, you can win or lose dependent on the players input, actions, choices etc. And of course it must consist of a level of player attachment in order to generate interest and develop the need to play or win.
In postmodern culture it is not only the game itself that spawns interest; there is an ever increasing rise in gaming culture and subcultures. People not only play the games developed for a variety of platforms but they integrate different aspects into their everyday lives, the same can be said for industries such as Movies, Advertising and even Toy Manufacturers.

Subcultures of each game divide themselves up from numerous aspects of gaming culture as a whole, this can be such thing as the platform used, the level of interaction with games, skill and even character or aspect of game most favourable.  

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