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Digital Games Cultures

Week 5:
PC Games and Gamers
"Games are popular art, collective, social reactions to the
main drive or action of any culture. Games, like institutions,
are extensions of social man and the body politic, as
technologies are extensions of the animal organism. Both
games and technologies are counter-irritants or ways of
adjusting to the stress of the specialised actions that occur in
an social group. As extensions of the popular response to the
workaday stress, games become faithful models of a culture.
They incorporate both the action and the reaction of whole
populations in a single dynamic image." (McLuhan 1964: 316)

Marshall McLuhan 1964 'Games: The Extensions of Man', Understanding


Media, 2003 edition, Ginko Press, Corte Madera.
http://www.flickr.com/photos/andrewdill/33202327/

http://www.flickr.com/photos/bobb/43826727/
Domestic computing (1975-
1980)

The Altair 8800 advertised in 1975 by


Popular Electronics the kit was distributed
via the mail for hobbyists to assemble at
http://en.wikipedia.org/wiki/Altair_8800
home.
http://en.wikipedia.org/wiki/Apple_pc#1981.E2.80.931985:_Lisa_and_Macintosh

http://en.wikipedia.org/wiki/IBM_PC

The IBM Personal Computer


(1981)

The Apple Macintosh 1983

Commodore 64 1982
Circuit of Capital Accumulation

Kline, Dyer-Witherford and De Peuter (2003: p. 51)


http://www.users.muohio.edu/wilmsce/circuit_culture.jpg
Three Circuits of Interactivity

(Kline, Dyer-Witherford and De Peuter (2003: p. 54)


http://www.flickr.com/photos/juanpol/8232431/

MMO

Thottbot.Com Curse.Com
Allakhazam.com WOWUI.COM
http://wow.allakhazam.com/mediabox/dopeopleacutallyreadtheagreement.jpg
Steam (2003)

Steam Hardware Survey: March 2009


Peggle (2007)
Dwarf Fortress (2006)
Klastrup, Lisbeth 2007, 'Why
Death Matters: Understanding
Gameworld Experience', Journal of
Virtual Reality and Broadcasting,
vol. 4, no. 3,
by Sevensheaven.nl - illustrator

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