Future Gaming: Creative Interventions in Video Game Culture

Research output: Books and anthologiesMonographsResearch

Standard

Future Gaming: Creative Interventions in Video Game Culture. / Ruffino, Paolo .
London: Goldsmiths Press, 2018. 154 p. (Future Media ).

Research output: Books and anthologiesMonographsResearch

Harvard

Ruffino, P 2018, Future Gaming: Creative Interventions in Video Game Culture. Future Media , Goldsmiths Press, London.

APA

Vancouver

Ruffino P. Future Gaming: Creative Interventions in Video Game Culture. London: Goldsmiths Press, 2018. 154 p. (Future Media ).

Bibtex

@book{d9d923df38584f7d8d6e8f121001c3b9,
title = "Future Gaming: Creative Interventions in Video Game Culture",
abstract = "This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present and future notions of games are narrated and negotiated by a small group of producers, journalists and gamers, and about how invested these narrators are in telling the story of tomorrow.In Future Gaming Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate{\textquoteright}s sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.",
keywords = "Digital media",
author = "Paolo Ruffino",
year = "2018",
month = mar,
day = "23",
language = "English",
isbn = "9781906897550",
series = "Future Media ",
publisher = "Goldsmiths Press",
address = "United Kingdom",

}

RIS

TY - BOOK

T1 - Future Gaming

T2 - Creative Interventions in Video Game Culture

AU - Ruffino, Paolo

PY - 2018/3/23

Y1 - 2018/3/23

N2 - This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present and future notions of games are narrated and negotiated by a small group of producers, journalists and gamers, and about how invested these narrators are in telling the story of tomorrow.In Future Gaming Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate’s sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

AB - This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present and future notions of games are narrated and negotiated by a small group of producers, journalists and gamers, and about how invested these narrators are in telling the story of tomorrow.In Future Gaming Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate’s sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

KW - Digital media

UR - https://www.gold.ac.uk/goldsmiths-press/publications/future-gaming/

M3 - Monographs

SN - 9781906897550

T3 - Future Media

BT - Future Gaming

PB - Goldsmiths Press

CY - London

ER -

Recently viewed

Publications

  1. Individuelle Beteiligung am Unterrichtsgespräch in Grundschulklassen
  2. Conclusion
  3. Sustainability Management in Business Enterprises
  4. Polychlorinated biphenyls in glaciers
  5. Book Review of Amador-Moreno, C.P., McCafferty, K., and Vaughan, E. (Eds.): Pragmatic Markers in Irish English
  6. Ecotoxicological evaluation of selected anticancer drugs
  7. Offene Aufgaben, auch ein offenes Problem der Bewertung?
  8. Sabbaticals - eine Form der Arbeitszeitflexibilisierung
  9. Offene Rituale in der Gruppenarbeit mit Kindern
  10. Das Weltsystem Des Erdöls Eine theoretisch-empirische Skizze
  11. Oscar Wilde, "Der glückliche Prinz und andere Märchen"
  12. Christopher H. Achen / Larry M. Bartels: Democracy for Realists. Why Elections Do Not Produce Responsive Government, Princeton: Princeton University Press 2017
  13. Quo vadis Berufsvorbereitung ?
  14. Learning to say 'you' in German
  15. Grundkonzeption eines produktbezogenen Top-Runner Modells auf der EU-Ebene
  16. SeniorCitizens’ Tourism
  17. Lonzi Lesen
  18. Biodegradation tests of mercaptocarboxylic acids, their esters, related divalent sulfur compounds and mercaptans
  19. Wirtschaft neu lehren – eine Einleitung
  20. Statutenkollisionslehre
  21. The German sustainable development strategy
  22. Ideological Construction of Deviance in Street Children’s Discourse in Southwestern Nigeria
  23. Fehlgeburt und Stillgeburt
  24. A strategic model of European gas supply (GASMOD)
  25. § 117: Schadenersatzpflicht
  26. Do Brands and Faces share the same Perceptual Space?
  27. Zur Validität eines Mathematiktests für die Auswahl von Bewerber*innen auf ein Lehramtsstudium
  28. Informationstechnologien zur Optimierung von Geschäftsprozessen, heute und morgen
  29. Transnationale Delikte vor nationalen Gerichten oder:
  30. The heterogeneous economic consequences of work council relations
  31. Der Beitrag zivilgesellschaftlicher Partizipation zur Effektivitatssteigerung von Governance
  32. Crowdfunding
  33. The diversity of gendered adaptation strategies to climate change of Indian farmers: A feminist intersectional approach