Digital game culture(s) as prototype(s) of mediatization and commercialization of society: The World Cyber Games 2008 in Cologne as an Example
Publikation: Beiträge in Sammelwerken › Kapitel › begutachtet
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Computer games and new media cultures: A Handbook of Digital Games Studies. Hrsg. / Johannes Fromme, ; Alexander Unger. Dordrecht: Springer, 2012. S. 525-540.
Publikation: Beiträge in Sammelwerken › Kapitel › begutachtet
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TY - CHAP
T1 - Digital game culture(s) as prototype(s) of mediatization and commercialization of society
T2 - The World Cyber Games 2008 in Cologne as an Example
AU - Wimmer, Jeffrey
PY - 2012/1/1
Y1 - 2012/1/1
N2 - In terms of communication and media studies, gaming constitutes an incredibly complex phenomenon of mediated communication that is based on a global, multilayer, and mostly only virtual game culture. This chapter presents a theoretical approach to the phenomenon of digital game culture(s), which was exemplarily applied empirically in the context of a case study on the World Cyber Games 2008 (WCG) in Cologne. Digital game cultures are defined as an aspect of the current media culture with increasing significance, whose primary resources of meaning are manifested in digital games that are mostly mediated or provided through technical communication media such as handhelds or consoles. The results show that digital game cultures nowadays refer to fields of identity, characterized by a complicated interdependence of both deterritorializating and reterritorializating effects. The experience of individual gaming in a local and everyday context is structurally connected to a transnational and highly commercialized game system. For many gamers, this process is a sign of social acceptance and establishment of gaming.
AB - In terms of communication and media studies, gaming constitutes an incredibly complex phenomenon of mediated communication that is based on a global, multilayer, and mostly only virtual game culture. This chapter presents a theoretical approach to the phenomenon of digital game culture(s), which was exemplarily applied empirically in the context of a case study on the World Cyber Games 2008 (WCG) in Cologne. Digital game cultures are defined as an aspect of the current media culture with increasing significance, whose primary resources of meaning are manifested in digital games that are mostly mediated or provided through technical communication media such as handhelds or consoles. The results show that digital game cultures nowadays refer to fields of identity, characterized by a complicated interdependence of both deterritorializating and reterritorializating effects. The experience of individual gaming in a local and everyday context is structurally connected to a transnational and highly commercialized game system. For many gamers, this process is a sign of social acceptance and establishment of gaming.
KW - Media and communication studies
KW - Computer Games
KW - Olympic Games
KW - Online Game
KW - Digital Game
KW - Communication Goal
UR - http://www.scopus.com/inward/record.url?scp=84976283388&partnerID=8YFLogxK
U2 - 10.1007/978-94-007-2777-9_33
DO - 10.1007/978-94-007-2777-9_33
M3 - Chapter
SN - 978-94-007-2776-2
SP - 525
EP - 540
BT - Computer games and new media cultures
A2 - Fromme, , Johannes
A2 - Unger, Alexander
PB - Springer
CY - Dordrecht
ER -