Mainstreaming and Game Journalism
Materialtyp:
ArtikelSerie: Utgivningsinformation: Cambridge The MIT Press The MIT Press [Imprint] 2023Beskrivning: 1 electronic resource (224 p.)Innehållstyp: - text
- computer
- online resource
- 9780262375504
- 9780262546287
- Society and Social Sciences
- Society and culture: general
- Cultural and media studies
- Media studies
- Media studies: advertising and society
- Economics, Finance, Business and Management
- Industry & industrial studies
- Media, entertainment, information and communication industries
- Publishing industry and journalism
- News media and journalism
- Computing and Information Technology
- Digital Lifestyle and online world: consumer and user guides
- Computer games / online games: strategy guides
- Kotaku
- New York Times
- Polygon
- Washington Post
- crunch
- digital play
- enthusiast press
- game industry
- game journalism
- gamergate
- gg
- passionate experts
- precarity
- sincerity
- specialization
- streaming
Open Access Unrestricted online access star
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility.Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a "mainstream" form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession.Mainstreaming and Game Journalism also examines the bumpy process of what we think of as "mainstreaming." The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.
Creative Commons Licence cc by-nc-nd cc https://creativecommons.org/licenses/BY-NC-ND/4.0/
eng
Freely available e-book