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The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Hardcover) Loot Price: R2,205
Discovery Miles 22 050
You Save: R364 (14%)
The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Hardcover): Christopher A. Paul

The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Hardcover)

Christopher A. Paul

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List price R2,569 Loot Price R2,205 Discovery Miles 22 050 | Repayment Terms: R207 pm x 12* You Save R364 (14%)

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An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture-and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games' focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games-but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.

General

Imprint: University of Minnesota Press
Country of origin: United States
Release date: February 2018
First published: 2018
Authors: Christopher A. Paul
Dimensions: 216 x 140 x 38mm (L x W x T)
Format: Hardcover - Cloth over boards
Pages: 280
ISBN-13: 978-1-5179-0040-3
Categories: Books > Computing & IT > Internet > General
Books > Computing & IT > Applications of computing > Virtual reality
Books > Arts & Architecture > Photography & photographs > Special kinds of photography > Video photography
Books > Reference & Interdisciplinary > Interdisciplinary studies > Cultural studies > Popular culture
Books > Computing & IT > Applications of computing > Image processing > Video
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
Promotions
LSN: 1-5179-0040-9
Barcode: 9781517900403

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