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Mainstreaming and Game Journalism

English · Paperback / Softback

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Informationen zum Autor David B. Nieborg is Associate Professor of Media Studies at the University of Toronto. He is the coauthor of Platforms and Cultural Production with Thomas Poell and Brooke Erin Duffy. Maxwell Foxman is Assistant Professor of Media Studies and Game Studies at the School of Journalism and Communication at the University of Oregon. Klappentext 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. Zusammenfassung 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. Inhaltsverzeichnis On Thinking Playfully vii 1 Introduction: "Shall I Explain the Game?" 1 2 Moving Away from the Mainstream 31 3 Passionate Experts 59 4 The Many Streams of Game Journalism 85 5 What It's Actually About 115 6 Conclusion: Mainstream Is a Verb 139 Notes 159 Bibliography 187 Index 203...

Product details

Authors Maxwell Foxman, David B Nieborg, David B. Nieborg
Publisher The MIT Press
 
Languages English
Product format Paperback / Softback
Released 29.08.2023
 
EAN 9780262546287
ISBN 978-0-262-54628-7
No. of pages 224
Dimensions 13 mm x 203 mm x 15 mm
Series Playful Thinking
Subjects Social sciences, law, business > Social sciences (general)

Media Studies, LANGUAGE ARTS & DISCIPLINES / Journalism, SOCIAL SCIENCE / Media Studies, Society & culture: general, News media and journalism, Media studies: Journalism, GAMES & ACTIVITIES / Video & Mobile, Computer games / online games: strategy guides

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