Professional Documents
Culture Documents
and the
Media Playground
Courtney Gunter & Heidi Considine
Video Games and eSports Today
● October 1972 - first eSport tournament
● increasingly popular
● TV/streaming audiences
The Development of Digital Gaming
● Industrial revolution → emergence of leisure time
● Four major digital gaming formats
TV Handheld
Computers Internet
Devices
The Development of Digital Gaming
Mechanical Gaming First Video Games & Arcades
Penny arcades
First video game patent
Platform games
Shooter
Fighting
Stealth
Survival
Rhythm
The Media Playground - Communities
Inside the game Outside the game
● PUGs ● Collective Intelligence
● Guilds or Clans ○ Modding
● Gaming Sites
● Conventions
Trends and Issues in Digital Gaming
Addiction Violence Misogyny
Trends and Issues in Digital Gaming
Regulation Future of Gaming & Environments
● 1976: first official regulation
● Entertainment Software ● More relational
● Used more in the workplace
Rating Board (ESRB)
and in social settings
The Business of Digital Gaming
In relation to DEMAND
65%
Of American households have someone in
their house who regularly plays video games
Ownership & Organization of Digital Gaming
● Game Publishers ● Pay Models for Selling
● The Structure of Digital Game Digital Games
Publishing ○ Boxed game/retail model
○ Subscription model
○ Free-to-play
● Distribution
○ Less brick and mortar stores
○ More digital stores
Digital Gaming, Free Speech, and Democracy
● Electronic games achieved the first amendment protection afforded
to other mass media
○ Ratings are not enforced by the law → spawns continual
parental concern
Media, Video Games, and Christianity
Media, Video Games, and Christianity