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 SammelwerkenKapitelbegutachtet

Standard

Digital game culture(s) as prototype(s) of mediatization and commercialization of society : The World Cyber Games 2008 in Cologne as an Example. / Wimmer, Jeffrey.

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 SammelwerkenKapitelbegutachtet

Harvard

Wimmer, J 2012, Digital game culture(s) as prototype(s) of mediatization and commercialization of society: The World Cyber Games 2008 in Cologne as an Example. in J Fromme, & A Unger (Hrsg.), Computer games and new media cultures: A Handbook of Digital Games Studies. Springer, Dordrecht, S. 525-540. https://doi.org/10.1007/978-94-007-2777-9_33

APA

Wimmer, J. (2012). Digital game culture(s) as prototype(s) of mediatization and commercialization of society: The World Cyber Games 2008 in Cologne as an Example. in J. Fromme, , & A. Unger (Hrsg.), Computer games and new media cultures: A Handbook of Digital Games Studies (S. 525-540). Springer. https://doi.org/10.1007/978-94-007-2777-9_33

Vancouver

Wimmer J. Digital game culture(s) as prototype(s) of mediatization and commercialization of society: The World Cyber Games 2008 in Cologne as an Example. in Fromme, J, Unger A, Hrsg., Computer games and new media cultures: A Handbook of Digital Games Studies. Dordrecht: Springer. 2012. S. 525-540 doi: 10.1007/978-94-007-2777-9_33

Bibtex

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title = "Digital game culture(s) as prototype(s) of mediatization and commercialization of society: The World Cyber Games 2008 in Cologne as an Example",
abstract = "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.",
keywords = "Media and communication studies, Computer Games, Olympic Games, Online Game, Digital Game, Communication Goal",
author = "Jeffrey Wimmer",
year = "2012",
month = jan,
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doi = "10.1007/978-94-007-2777-9_33",
language = "English",
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pages = "525--540",
editor = "{Fromme, }, {Johannes } and Unger, {Alexander }",
booktitle = "Computer games and new media cultures",
publisher = "Springer",
address = "Germany",

}

RIS

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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

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BT - Computer games and new media cultures

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DOI