Autor: |
Sandy Baldwin, Dibyadyuti Roy, Kwabena Opoku-Agyemang |
Rok vydání: |
2016 |
Předmět: |
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DOI: |
10.4018/978-1-5225-0261-6.ch017 |
Popis: |
The study of various choices made while producing and playing games allows little opportunity for interrogating video games as a transcultural convergence of multiple subjectivities and institutions. This chapter speaks to this topic by presenting the Computer Games Across Cultures (CGAC) project. CGAC involved humanities researchers from West Virginia University (USA), Bangor University (Wales), and Jawaharlal Nehru University (India) who over a two-year period sought to understand creative and cultural aspects of gaming. CGAC's researchers employed both qualitative and quantitative methodologies to bridge the gap between the academic explorations of gaming in tandem with industry-specific practices within such spaces. This chapter provides an overview of the resultant work through its analysis of a cross-section of games. Examining both Western mainstream games and lesser known games from places like India and Ghana helped interrogate representational politics in videogames and provide a broader view of the relationship between gaming and game making, in a socio-cultural context. |
Databáze: |
OpenAIRE |
Externí odkaz: |
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