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 -

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