Fighting Game Community
Annotated Bibliography
Elvis Mack
Georgia Southern University
Yong, M.K, & Young,T.(2013) Media technologies and learning in the starcraft esport community. CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. 387-398
Youg is a social computer scientist and Young has a master in information and computer science. Young is also a adminstor of starleague, an online gaming league that promotes and facilitates competition between hundreds of colleges and universities internationally. He is a fan of starcraft and has the knowledge to talk about the game, so them working together make them qualified to talk about this aspect of competitive games.
In the article they talk about how starcraft
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As years and years keeping going the fighting game community feels like they are losing that grassroots feel the more companies come into play at events, but as players are starting to get more and more sponsorships and companies are showing more and more support to the game and it’s players people are warming up to term and is even using it today. This passage gives a good insight about the community’s mindset and their true intentions with the years to come. While the passage and old and some passage are a bit outdated the concept and purpose is still clear and appropriate for my subculture.
Salinas, E. J. (2013). Competitive video gaming, the sport of the future. Retrieved February 22, 2016, from https://repositories.lib.utexas.edu/handle/2152/22690
Harper, T. (2014). The culture of digital fighting games: Performance and practice. New York, NY: Routledge.
O'Leary, A. (2012, August 1). In Virtual Play, Sex Harassment Is All Too Real. Retrieved February 23, 2016, from http://www.rrsonline.org/?p=2131
Amy O’Leary has a background about humanities and radio study. She has written for several different publications most noteworthy being the New York Times and is currently an editor for
In his article "Sorry Nerds: Video Games Are Not a Sport," Matthew Walther presents a provocative argument challenging the classification of video gaming as a sport. Walther's piece, published in The Week, stirs controversy by dissecting what defines a sport and whether video gaming meets those criteria. Through rhetorical analysis, this essay delves into Walther's use of ethos, logos, and pathos, evaluating the effectiveness of his argumentation and the underlying assumptions shaping his perspective. Expanding upon the analysis of Matthew Walther's article "Sorry Nerds: Video Games Are Not a Sport," it is essential to delve deeper into the cultural and societal implications of his argument. By examining the broader context surrounding the
In this journal they justify the level of manner a child is with the game characters, and players’ interpretation, or whether or not the actions of the characters are visualized as virtuous.
Last year’s League of Legends tournament racked up an acme of 11.2 billion viewers while the NHL (National Hockey League) Final only hit 8 million. These statistics show just how popular video games are and must be recognized as sport. Video games should recognized as sport, for they meet the requirements and compared to other sport they are similar in terms of requiring skill and having scholarships.
R&T play is not real fighting but one major form of play fighting, including superhero and war toy play, pretending to be fictional characters. And R&T play has a ‘play face’ where all participants are smiling and laughing (Reed & Brown, 2000). Examples of types of behaviors demonstrated in R&T play include “tackling, chasing and fleeing, pushing or shoving, shadowboxing, faking, kicking behind the knee, and grabbing someone’s feet on monkey bars” (Johnson, Christie, and Wardle, 2005, p. 89).
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
This study researches the potential effects on children by the use of gender representations and violence within popular video games. Outlined by the study of symbolic interactionism, the research questions the line between the representation of males and females, as well as how prominent violent topics are in games. These themes combined are used in order to hypothesize possible implications on young boys and girls.
The game seeks to trick us for a time into abandoning what is real (home) and focus on what is inside our monitors and T.V.s. Baudrillard spoke on the process of a simulated reality in a multi-step process. “In the first case, the image is a good appearance – representation is of the sacramental order.” This can be related to the early days of video games when they used cathode ray tubes to project pixelated images onto a curved glass scene. Video games where very new, and exciting. “In the second, it is an evil appearance – it is of the order of maleficence. This can be related to games starting about 15 years ago till today. Video games were and still are thought to be a source of violence in people. Many view them as a waste of time and that they detriment a person. Though this mentality is starting to fade as we shift towards the third order “In the third, it plays at being an appearance – it is of the order of sorcery”. Technology is starting to advance to the point that anyone without training in the field cannot understand what is going on. As myths about video games negative appearance are being debunked or confirmed their negative aspects are getting swallowed up by the more exciting advancements in the fields. “In the fourth, it is no longer of the order of appearances but of simulation.” At this level the video game stops being a game, and starts to become a part of everyday life (home). For as much as some may dedicate their whole lives to games, in the
Games and business have turned out to be everlastingly connected, even in school, which is apparently played by "beginners" and not "experts," in spite of the way that the mentors and athletic chiefs make as much as their partners in the expert alliances. From games on TV to sponsorships to naming rights on stadiums, the historical backdrop of the matter of games uncovers that business attached itself to games increasingly in the last 50% of the twentieth century, truly increase in the 1970's and
Games have been proven create a safe environment for players to release anger causing a decrease in real-world aggression. A study published in Journal of Adolescent Health found that young people, especially boys use games as a way to manage emotions. “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out,” the article reports. The games have become a kind of stress-ball with a storyline. The game creates a “safe” environment by allowing the player to have violent interactions within a false, non-harmful medium. No real-world is performed keeping everyone safe. Also as more games include violence, more kids learn to use it as a coping mechanism.
A rather new debate in the world of sports is, “are video gamers considered athletes?” There has been a massive increase in the amount of people playing video games in recent years. The games themselves have evolved to demand much more attention and skill than required than in the years of pong. Video game tournaments are becoming more popular than ever. The number of competitors can extend into the thousands with even more in attendance.
Whether it’s playing video games or watching video games, we get filled with an intoxicating feeling to play or watch more. Throughout generations, there has been an increase of people playing video games and about half the population in the United States plays video games. Since 1980, video games are taken to a different level with eSports, which is competitive electronic gaming tournaments with other competitors. In 2000 to the present , eSports grew in popularity and became known worldwide because of the game “League of Legends”. In 2011 “LoL” tournament ranked over 1.6 million views worldwide and during a “LoL” championship in 2015 over 36 million people were viewing the game. ESport raises this question: “Do video games counts as sports?” Video games do not count as a sport because it does not match the criteria of a sport,video games are luck-based, and are unhealthy.
Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet
Last October, Riot held the League of Legends Season 2 World Championships, a tournament that brought the world’s best teams together for a week of intense matches. $1 million went to the overall champion, while a total of $5 million was spread out over the course of Season 2. Apart from the unprecedented cash prizes, the League of Legends tournament was able to bring in over 8 million “unique viewers” online, viewership that is greater than the National Hockey League’s (Heaven and Robinson). In South Korea individual e-sports events for the popular real-time strategy game StarCraft 2 bring in over 100,000 live attendants to go alongside huge numbers of online spectators (Robinson). On top of this, competitive gaming’s popularity is continuing to grow through 2013. David Ting, founder of Imagine Game Network’s professional gaming league, states that online traffic for the company’s tournaments is “doubling every six months”(qtd. in Heaven). Who would’ve thought that playing video games would turn into such a loved spectator sport?
Imagine a large arena filled with two competitive teams. The tension grows and finally, one team prevails and is greeted by stupendous amounts of cheering. There are a wide variety of video games that are popular worldwide, and are played by many different people. Video games, and gaming in general, should be considered to be added in the many sport selections because of how similar it is to any other sport: how pro players that get paid, and how a lot of talent is necessary to play.
This quest for more collaboration is a big trend in the gaming industry in general. Although multi-player games have always been a big thing and with the rise of e-sports is going to be even bigger, the contemporary trend points towards a more physical experience. With virtual and augmented reality, gaming has moved away from just sitting at your desk to a physical activity. It’s, therefore, not a huge surprise to find out that these physical games are looking to incorporate collaboration.