Video games as American popular culture

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Título: Video games as American popular culture
Autor/es: Wolf, Mark J.P.
Palabras clave: Video games | Popular culture
Área/s de conocimiento: Cine
Fecha de publicación: 2017
Editor: Universitat d'Alacant. Vicerectorat de Cultura, Esport i Llengües
Cita bibliográfica: Quaderns de Cine. 2017, 12: 119-128. doi:10.14198/QdCINE.2017.12.10
Resumen: Video games have moved, possibly surpassing even movies, into a central role in American popular culture in a relatively short time, and today there is increasing evidence that the video game console –to some extent, as much as the personal computer– has emerged as a central media device through which “convergence culture” is taking place. In the world of massively multiplayer online games, new (and very real) economies and cultures have evolved with striking rapidity, while on a very different scale we see casual games like Angry Birds (2009) and Candy Crush (2012) increasingly becoming integrated into the rhythms of everyday life. Perhaps more than any other aspect of popular culture, video games have blurred the distinction between work and play; the games we play (and work at) tell us about American popular culture and where it is going.
URI: |
ISSN: 1888-4571
DOI: 10.14198/QdCINE.2017.12.10
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: Licencia Creative Commons Reconocimiento-NoComercial 4.0
Revisión científica: si
Versión del editor:
Aparece en las colecciones:Revistas - Quaderns de Cine - 2017, Núm. 12. Cine y videojuegos

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