Games and Culture

Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth
Di Cesare DM, Craig SL, Brooks AS and Doll K
Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY experience significant mental health challenges, but utilize coping strategies mediated by digital technologies, necessitating an examination of their video game playing and its effects on well-being. This literature review synthesizes the emerging evidence base by identifying key constructs related to SGDY well-being and video gaming. Five themes were derived from the literature: (a) SGDY identity development and self-expression in video games; (b) SGDY video gaming and coping skills; (c) Social support in SGDY video gaming communities; (d) SGDY digital microaggressions in video gaming; and (e) SGDY civic engagement through video gaming. The findings establish multiple risks and opportunities for harnessing video games to support SGDY's well-being. Recommendations for practice, research, and industry collaborations are presented.
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators
Iantorno M and Consalvo M
Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backgrounds in (2001) and (2009), this paper considers how real-world socioeconomic class markers and racial stereotypes have been repeatedly associated with fictitious races such as orcs, dwarves, and elves. Class is an understudied axis of identity in media studies and this research scrutinizes how developers construct socioeconomic class, particularly through character-creator interfaces. We begin by building a theoretical repertoire for studying identity in digital game interfaces while also scrutinizing long-established discourses of race and gender in the fantasy genre. We then analyze the hierarchies embedded in both games' character creators, connecting them with broader gameplay and narrative themes and contextualizing them in established media stereotypes and existing scholarship.
Introduction: Reconsidering Paratext as a Received Concept
Galey A
It is now 40 years since Gérard Genette's work introduced the term into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the study of several other media forms, including video game studies, thanks principally to Mia Consalvo in (2007) and Steven Jones in (2008). The term's meaning expanded in the process, which has been the subject of much debate since then. Over a decade later, the timing seems apt to take stock of the concept of paratextuality and consider new ways of adapting it. This introduction to a special issue titled "Video Games and Paratextuality" reconsiders Genette's reception in video game studies, and introduces a set of articles that together look beyond Genette.
Top Shelf Drinks, Bottom Line Play: Examining Representations of Class in Bartending and Mixology Games
DeJong S and Blamey C
There is an emerging body of games that simulate the labor of drink making and serving at the forefront of play through the role of a bartender or artisanal mixologist. Both are working class but the creative variance between them challenges how economic precarity is understood. The authors ask how this translates to video games when these positions are foregrounded. How do play, poverty, and precarity interconnect in drink making and serving games? Through the qualitative analysis of four games that put the player in the position of bartender or mixologist, this paper shows how creative labor and precarity are illuminated or obfuscated through mechanics and narrative. In doing so, it argues how games, as one form of media, obscure or make visible labor and precarity to players and simultaneously reinforce the romanticization of often exploited creative labor. These findings prompt further questions and research directions on representations of working-class labor.
Behind the Scenes at ApertureScience.com: and Its Paratexts
Galey A
(2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of ephemerality and materiality may be further refined to open up new dimensions of video games as objects of interpretation and play. The article draws from the field of textual studies, which specializes in the particularities of media, and in the entanglement of technical detail with interpretation and meaning. The first part re-evaluates the nature of the book as an analogy for the materiality of video games, and critiques Gérard Genette's conception of bookish paratexts and its applicability to video games. The article then offers a detailed analysis of ApertureScience.com as a paratext, including its satirical critiques of positivism and corporate research, and concludes with a discussion of the materiality of digital paratexts.
The COVID Season: U.S. Collegiate Esports Programs' Material Challenges and Opportunities During the 2020-21 Pandemic
Cote AC, Can O, Foxman M, Harris BC, Hansen J, Rahman MWU and Fickle T
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing this rising industry. Conversely, universities also worked to provide students remote access to resources, and many components of esports already occur online. Therefore, collegiate esports may have adjusted to distancing measures, potentially strengthening their footholds on US campuses. This paper draws on in-depth interviews with collegiate esports players, student employees, program directors, and administrators to address different programs' reactions to the pandemic, specifically the challenges and opportunities they faced. Overall, interviews reveal how COVID-19 shifted the understandings of and practices around gaming and esports, highlighted the intermittent relationship of online and offline spheres, and presented various possibilities and challenges for different stakeholders during the global pandemic.
Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic
Ballard ME and Spencer MT
This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive outcomes. During the pandemic, online videogame play has offered a safe outlet for socialization. Participants ( = 45) completed a survey rating the importance of gaming for feeling connected to family, friends, and co-workers, before, during, and after stay-at-home orders. As expected, the results indicate that social videogame play and its importance increased significantly during the stay-at-home period and decreased afterward. The importance of gaming with friends and co-workers increased significantly during the stay-at-home period but did not decrease significantly afterward. Social gaming was more important for remaining connected with friends and co-workers than family. Participants likely had more direct interaction with family members, while more effort was necessary to maintain contact with non-family members.
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits?
Chen D, Bucchiarone A and Lv Z
The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understanding the new crown virus and lack imagination on its transmission law. Location-based games (LBGs) have been challenged during the on-going pandemic. No research has shown that LBGs can be used to help prevent COVID-19 infection. Therefore, we designed the game MeetDurian, which integrates entertainment, sports, and education. For investigating factors influencing intention to play the MeetDurian, we proposed some comparative evaluation. Data were gathered from participants who participated in capturing virtual durians and completed questionnaires about immersion into the game, workload assessment, user's emotions, learning outcomes, and personal hygiene. These results proved the acceptability and usability of the mobile game-based MeetDurian for preventing the infection and severity of the COVID-19 pandemic.
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic
Pearce KE, Yip JC, Lee JH, Martinez JJ, Windleharth TW, Bhattacharya A and Li Q
The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that parents and children individual coped with pandemic-related stress with media. Parents engaged in protective buffering of their children with media, taking on individual responsibility to cope with a collective problem. Families engaged in communal coping, whereby media helped the family cope with a collective problem, taking on shared ownership and responsibility. We provide evidence for video games as coping tools, but with the novel consideration of family coping with media.
"The Entrepreneurial Gamer": Regendering the Order of Play
Jenson J and de Castell S
The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed at best marginal positions within video game cultures is by now well recognized, yet at the very same time is too easily dismissed in light of persuasively documented increases in the numbers of women who play. This article traces a large-scale transformation of ludic engagement from participation to spectatorship that parallels the professionalizing and commodifying of traditionally embodied sports, games, and play to demonstrate how new and emerging economies of gameplay, far from opening up the playing field, threaten a further entrenchment of gendered relations.
"How Do Those Danish Bastards Sleep at Night?"*: Fan Labor and the Power of Cuteness
Goggin J
This article considers LEGO's fans and how their labor was mobilized to create . Many aspects of this film make it a compelling case study for ludic economies, such as the film's self-conscious humor that suggests an awareness on of the company's brand-growing strategies. My argument will address fans' response to how LEGO has farmed their labor and the lack of resistance encountered in the extraction thereof. I will suggest explanations as to why this is the case, including the kinds of affect generated by LEGO and LEGO narratives as they are transmediated across platforms, from bricks, to animation shorts, to . This investigation will include a discussion of LEGO's staying power in light of one particular aesthetic-cuteness-that contributes to the affective bonds people form with the bricks and the impact of this bond on consumer subjectivities.
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play
Deterding S
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.
Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating
Souders DJ, Boot WR, Charness N and Moxley JH
Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.