657 research outputs found

    Introduction: The Other Caillois: The Many Masks of Game Studies

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    The legacy of the rich, stratified work of Roger Caillois, the multifaceted and complex French scholar and intellectual, seems to have almost solely impinged on game studies through his most popular work, Les Jeux et les Hommes. Translated in English as Man, Play and Games, this is the text which popularized Caillois’ ideas among those who do study and research on games and game cultures today, and which most often appears in publications that attempt to historicize and introduce to the study of games—perhaps on a par with Johan Huizinga’s Homo Ludens. The purpose of this article is to introduce the papers and general purposes of a collected edition that aims to shift the attention of game scholars toward a more nuanced and comprehensive view of Roger Caillois, beyond the textbook interpretations usually received in game studies over the last decade or so

    The moving boundaries of social heat: gambling in rural China

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    Whilst gambling for money was prohibited during the Maoist era, since the 1980s it has become very common in many rural areas of central China. It is often the major communal activity in many villages, a focus point of daily gossip and an object of government campaigns. I describe several forms of gambling common in Bashan Township, Eastern Hubei Province, and relate them to local discourses on capability/skill and luck/fate. Gambling reproduces ‘social heat’, which is a desired form of social effervescence as long as it remains within certain boundaries. But the boundaries of accepted gambling and social heat in local sociality as well as those given in official representations and state discourse, are contested, and both stand in an ambiguous relationship to each other; a relationship that is described in terms of ‘cultural intimacy’. Using medium-range concepts such as ‘social heat’ and ‘cultural intimacy’ the article attempts to avoid the pitfalls of totalizing approaches which explain popular gambling as consequence of or resistance to ‘neoliberalism’

    Edging your bets: advantage play, gambling, crime and victimisation

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    Consumerism, industrial development and regulatory liberalisation have underpinned the ascendance of gambling to a mainstream consumption practice. In particular, the online gambling environment has been marketed as a site of ‘safe risks’ where citizens can engage in a multitude of different forms of aleatory consumption. This paper offers a virtual ethnography of an online ‘advantage play’ subculture. It demonstrates how advantage players have reinterpreted the online gambling landscape as an environment saturated with crime and victimisation. In this virtual world, advantage play is no longer simply an instrumental act concerned with profit accumulation to finance consumer desires. Rather, it acts as an opportunity for individuals to engage in a unique form of edgework, whereby the threat to one’s well-being is tested through an ability to avoid crime and victimisation. This paper demonstrates how mediated environments may act as sites for edgeworking and how the potential for victimisation can be something that is actively engaged with

    “It’s like my life but more, and better!” - Playing with the Cathaby Shark Girls: MMORPGs, young people and fantasy-based social play

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    This article is available open access through the publisher’s website at the link below. Copyright @ 2011 A B Academic Publishers.Digital technology has opened up a range of new on-line leisure spaces for young people. Despite their popularity, on-line games and Massive Multiplayer Online Role Playing Games in particular are still a comparatively under-researched area in the fields of both Education and more broadly Youth Studies. Drawing on a Five year ethnographic study, this paper considers the ways that young people use the virtual spaces offered by MMORPGs. This paper suggests that MMORPGs represent significant arenas within which young people act out a range of social narratives through gaming. It argues that MMORPG have become important fantasy spaces which offer young people possibilities to engage in what were formally material practices. Although this form of play is grounded in the everyday it also extends material practices and offers new and unique forms of symbolic experimentation, thus I argue that game-play narratives cannot be divorced from the everyday lives of their participants

    Co-opetition models for governing professional football

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    In recent years, models for co-creating value in a business-to-business context have often been examined with the aim of studying the strategies implemented by and among organisations for competitive and co-operative purposes. The traditional concepts of competition and co-operation between businesses have now evolved, both in terms of the sector in which the businesses operate and in terms of the type of goods they produce. Many researchers have, in recent times, investigated the determinants that can influence the way in which the model of co-opetition can be applied to the football world. Research interest lies in the particular features of what makes a good football. In this paper, the aim is to conduct an analysis of the rules governing the “football system”, while also looking at the determinants of the demand function within football entertainment. This entails applying to football match management the co-opetition model, a recognised model that combines competition and co-operation with the view of creating and distributing value. It can, therefore, be said that, for a spectator, watching sport is an experience of high suspense, and this suspense, in turn, depends upon the degree of uncertainty in the outcome. It follows that the rules ensuring that both these elements can be satisfied are a fertile ground for co-operation between clubs, as it is in the interest of all stakeholders to offer increasingly more attractive football, in comparison with other competing products. Our end purpose is to understand how co-opetition can be achieved within professional football

    Career as a professional gamer: gaming motives as predictors of career plans to become a professional esport player

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    Increasing numbers of young video gamers view esports (i.e., competitive video gaming) as a career opportunity, rather than just a recreational activity. Previous studies have explored the motivational differences between esport and recreational gamers and the motivational changes through career journey to become a professional esport player. The present study explored the predictors of career plans to become a professional esport player, with a specific focus on gaming motivations. Gaming time, gaming motivations, and esport-related playing experience were also examined among Hungarian gamers with competitive gaming experience (N = 190), such as years spent in esports, medium and frequency of participating in esport tournaments, the effort put into training before the tournaments, and the plans to become a professional esport player. Binary logistic regressions were carried out and results showed that the gaming motivations of competition, skill development, and social motivations predicted career planning as a professional esport player. Additionally, results showed that younger players were more likely to seek career opportunity as professional esport players than older players. Future studies should focus on novice esport players’ psychological exposure to the hypercompetitive scene of esports, such as high expectations or the risk of becoming problematic videogame users due to their motivational changes

    Online Games

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    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include some element of online activity in their game and the question is:What is the degree to which the gameplay experience occurs online? Is online gameplay more a multiplayer than an individual experience? If we move beyond the technological meaning of “being online” we should, as Newman (2002) argued, be concerned with varying degrees of participation during gameplay
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