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videogamesincolor · 9 months
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“I do think her work has informed the industry,” Mark Chen, a lecturer at the University of Washington Bothell, said. “I mean, part of the reason we keep hearing about harassment or sexism in the industry I think is because of her efforts and others like her who (forcibly) made space for others to follow.” Her work also continues to be referred to in academia, where it influences students who may go on to develop games. Tropes vs. Women in Video Games is a staple on digital media and video game class syllabuses. Marc Santos, an associate professor of English at the University of Northern Colorado, used Feminist Frequency in an undergraduate English class that’s focused on research writing on video games. Santos said he uses Sarkeesian’s work on Feminist Frequency because it stands up to this day, but also as a way to show students how to research and present analysis and criticism. In a recent project, students used videos like “Lingerie Is Not Body Armor” and “Strategic Butt Coverings,” which analyze the male gaze in video games, as a basis of analysis of clothing in the first 100 role-playing games that pop up on Steam. “I think there’s a lot of students — both men and women — who sort of realize that the portrayal of women, and all marginalized groups, in video games is bad. But Sarkeesian’s work helps focus their attention,” Santos said. “She provides a lens through which it becomes almost impossible to deny or ignore the extent of the problem.” Tropes vs. Women in Video Games continued until the end of 2017, and through years of abuse and harassment that one could simply call hell. The harassment Sarkeesian and her team experienced is unconscionable and included dangerous levels of violence, like bomb threats made at events Sarkeesian was attending. Sarkeesian’s first work predated the period of time now called Gamergate — a movement that is now considered a watershed moment in the rise of far-right extremism, a channeling of decades’ worth of bigotry and hatred embedded into systems, platforms, and communities both online and off. When Tropes vs. Women in Video Games continued through Gamergate, that hatred was channeled toward her and others who advocated for better representation in games.
Around the time she started uploading videos critical of media like Joss Whedon's Dollhouse, I had my first come-to-Jesus moment with the gaming community and just how violently racist and misogynist it was in the Left 4 Dead [2] and Resident Evil 5 fanspace.
Nothing has changed about the L4D[2] and RE fanspace, or gaming, in that regard (they just moved to Reddit). But when she started uploading videos critical of gaming culture and the toxicity of that space, I was grateful to see the pushback, because it gave rise to other voices that occupied areas she either missed or weren't her focus.
It wouldn't be a stretch to say that Sarkeesian, Not Your Momma's Gamer, and I Need Diverse Games, were all a big part of why the dudebro-to-Ggate culture that was once so acceptable in gaming magazines and other gaming spaces, don't have mainstream games culture by the throat any longer, and why this blog exists.
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l0stfate · 3 months
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Come on❗️It’s time to get lost streaming Palworld‼️ 🎮 @cefimagination
https://twitch.tv/l0stfate
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tmarshconnors · 28 days
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16.5" Liu Kang Coarse Statue.
In the vast realm of gaming, there exists a niche that caters to those who appreciate not only the virtual battles but also the tangible symbols of their favourite franchises. As someone deeply entrenched in the world of fighting games, I've always held a special admiration for the characters and stories that have captivated gamers for decades. 
So, when faced with the dilemma of what to blog about, it only seemed fitting to delve into the realm of collectibles. Enter the Mortal Kombat 1 Kollector's Edition 16.5" Liu Kang Coarse Statue—a masterpiece that commands attention from both die-hard fans and casual observers alike. 
Standing tall at 16.5 inches, this statue is not merely a depiction of a beloved character; it's a celebration of gaming history and artistic craftsmanship.
Upon receiving this exquisite piece, the first thing that struck me was the attention to detail. From Liu Kang's iconic stance to the intricately designed base, every aspect of this statue exudes quality and passion. As I carefully examined each element, it became evident that this was more than just a collectible; it was a labor of love from the creators.
As a long-time fan of fighting games from Mortal Kombat, Tekken, Virtua Fighter, Street Fighter. I must say while , the Liu Kang Coarse Statue holds a special place in my heart due to its rarity and sheer size. Standing proudly on my shelf, it serves as a reminder of the countless hours spent mastering combos and unlocking secrets in the Mortal Kombat universe.
Amidst the excitement of acquiring this coveted piece, there's a lingering sense of curiosity about other collectibles in the gaming world. One such item that has garnered attention is the Tekken 8 Exclusive Jin Electrified Figurine. Clocking in at 25cm, it boasts impressive craftsmanship and attention to detail. However, despite my admiration for the Tekken series, as I have gotten older I find myself drawn more towards the Mortal Kombat universe.
While both franchises have left an indelible mark on the world of fighting games, it's the visceral combat and iconic characters of Mortal Kombat that resonate with me on a deeper level. Perhaps it's the nostalgia of playing the original games or the thrill of executing a flawless victory; whatever the reason, Mortal Kombat will always hold a special place in my gaming repertoire.
The Mortal Kombat 1 Kollector's Edition 16.5" Liu Kang Coarse Statue is more than just a collectable—it's a testament to the enduring legacy of the franchise and the passion of its fans. As I gaze upon its imposing figure, I'm reminded of the countless memories forged in the fires of battle and the camaraderie shared with fellow gamers. And while the allure of other collectables may beckon, there's no denying the allure of Mortal Kombat's rich history and timeless appeal. Here are some pictures below to show you what I am on about.
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bakafox · 1 year
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Just wondering!
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nicholasandriani · 4 months
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A Journey Through 2023: Stories, Games, and Adventures
Can I be honest with you? Then again, you’re here for a reason my confidant. Certainly we can be truthful with one another. I mean that’s why we’re compelled to tell our stories. Whether fictionalized or not we’re displaying and sharing ourninternal struggles through whatever medium they require, The Bad News (full disclosure: this sucks. skip to “Good News” if you’re not in the mood) 2023 hit…
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professssor · 2 months
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So today I encouraged my advisee to write a paper on gaming and we briefly chatted about the Assassin’s Creed franchise. “I don’t do anything outside of work and class” transformed into “I actually have a group of friends from around the world I socialize, game, and learn from on a weekly basis.”
Funny, how people can often overlook the places where learning takes place, just because it doesn’t look like a traditional brick building with a roof and clock.
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gaminghearts1-blog · 7 months
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Did Mario Artist Deserve a U.S. Release?
The Mario Paint video game from ‘92 was highly underrated on the SNES console and managed to reach over two million copies in sales following its release. Despite, not selling as much as other Mario titles from the 90’s many people from America found it both fun and entertaining for its time. Despite, the positive reception that Mario Paint received in the early 90’s the N64 sequel known as Mario…
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coulsonlives · 10 months
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TIL one of the co-founders of D&D, Gary Gygax, was a 'biological determinist', aka sexist asshole who thinks women's brains aren't wired for gaming
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I'm not coping
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helloquotemyfoot · 10 months
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Book Backlog Busting Reading Challenge!
I missed an update last week because I've been so busy, and sadly don't have a lot of progress to report for this week either... but you know what, at least I'm reporting on it!
Femina by Janina Ramirez. FINISHED. Really interesting examples and analysis throughout. I feel like this would be especially good for folks less familiar with this period of history for introducing you to figures that are less well known, although I did know quite a few of them due to my own reading. One thing I really liked about this in particular was the strong link to the doing of history in the present and the reflection on the way we use history for our own needs and to understand our own modern society. It was very refreshing to have a popular history book confront this so baldly because it really is an important part of doing history, and part of what makes books like this one so important, but I think less understood by the wider public. Highly recommended.
Notes from the Burning Age by Claire North. FINISHED. This book is several different genres in a trench coat, to the point where I can't even tell you all the genres because one of them is a plot twist. But if you want a fantasy science-fiction solarpunk dystopic political thriller (etc) then I strongly recommend this book. If you are scratching your head at that incomplete list of genres and wondering how that can possibly be accurate then I also strongly recommend the book as an experience worth having.
Before We Go Live by Stephen Flavall. FINISHED. This is a memoir by Slay the Spire streamer jorbs, who I am a long time fan and watcher of. I have always valued jorbs's sense of humour and perspective and so when I heard he had published a book I was eager to read it. I did not anticipate quite how hard-hitting this book would be. It deals with professional and personal abuse, the toxic world of gaming, misogyny, and the healing power of being loved by cats. In many ways, it's a very brave and sensitive piece of work, especially as jorbs/Flavall shares his personal struggles in it, at the same time as sharing how being watched by thousands of people 8+ hours a day for a living has created some issues around privacy because... like duh, of course it has. I think what keeps this feeling like an ultimately hopeful book is the central narrative around jorbs's incredible friendship with Hannah, and his own personal dedication to spreading kindness and understanding. Also cats. I'm not sure you will get much out of it if you are not familiar with the online gaming sphere, but I very much recommend reading it anyway.
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Since I still have 4 books ongoing, no 'next reads' in this post, just the books I have picked up since I was last here.
Passions Between Women by Emma Donoghue. A study of British lesbian culture and representation from the late seventeenth century to the beginning of the nineteenth, so far it has been a really interesting read and questions a lot of assumptions about the wlw historical experience (because the author takes a broad approach to 'lesbian' identity and includes the experience of all lovers of women). I didn't post a picture of this one as the cover of my edition risks breaking tumblr's NSFW policies.
The Time Traveller's Guide to Restoration Britain by Ian Mortimer. If you've seen my previous posts you'll be familiar with this author's name already. A guide to life in Restoration Britain (mostly England, really, despite the title) as though you were travelling back in time, covering many questions about day to day living and culture which don't come up in traditional histories.
Until next time...
101 books remaining!
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Week 11: Social Gaming and Live Streaming: An Exploration of Game Culture and Communities
In order to gain comprehensive understanding of the historical development of video games is crucial for developing a thorough grasp of social gaming and live streaming. Video games have experienced a considerable evolution from simple arcade-style gameplay to sophisticated, multi-dimensional worlds since the introduction of Pong and Space Invaders (Juul 2010). The act of playing video games in a social atmosphere, when players engage in cooperative or competitive gameplay and communicate with one another, is referred to as "social gaming" (Juul 2010). Live streaming, on the other hand, involves transmitting gameplay in real-time over the internet so that viewers can see and communicate with the broadcaster (Juul 2010).
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The world of social gaming includes a wide variety of game genres, each with its own unique social dynamics. Due to their fast-paced and simple gameplay, arcade games have long been used as a social hub, luring players to gather and participate in competitive activities in actual physical spaces (Consalvo & Dutton 2006). Local multiplayer games encourage face-to-face interactions, social connection, and friendly competitiveness (Consalvo & Dutton 2006). On the other side, online multiplayer games have drawn a lot of interest since they enable player interaction across borders, regardless of location (Consalvo & Dutton 2006). Given that platforms like Twitch have transformed gaming by making it a competitive spectator sport, the growth of gaming spectatorship is a huge phenomenon that cannot be overlooked (Consalvo & Dutton 2006). Viewers may now experience the thrill of gameplay virtually and engage in live exchanges with the streamer and other viewers, strengthening a sense of community.
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Originally posted by Tom's Guide
Gaming communities are made up of more than simply a few players. Players connect with one another and take part in shared experiences in these social groups. These groups act as forums for gamers to interact based on their love of the same games, exchange tips and strategies, and have conversations about gaming (Kaye et al. 2014). Additionally, gaming communities usually consist of a number of smaller communities where users may easily switch between multiple platforms, game types, and genres. A vibrant and connected gaming environment is fostered by the seamless flow of information, which makes it easier for knowledge, competencies, and proficiency to be transferred (Kaye et al. 2014).
Competency in knowledge and skill is a key element in gaming communities. People gain recognition and admiration from their peers as they put work and time into honing their skills (Seo 2013). As role models and contributors to the growth of the competitive gaming landscape, seasoned players, sometimes known as "professional gamers," have a tremendous influence within the gaming community (Seo 2013). Within gaming communities, where players collaborate to decipher complex game mechanics, uncover buried features, and improve their strategies, the exchange and distribution of knowledge are essential components (Seo 2013). Digital forums, social media pages, and specialised websites serve as knowledge-sharing platforms that encourage the growth of gaming communities.
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Originally posted by Al Jazeera English
The various demands and tastes of players are catered for by various gaming platforms. The flexibility of PC gaming allows players to access a variety of games and customise their hardware (Seo 2013). Console gaming offers a convenient and approachable experience thanks to well-known systems like PlayStation, Xbox, and Nintendo Switch (Juul, 2010). Smartphones are now powerful game platforms thanks to the explosive growth of mobile gaming (Consalvo & Dutton, 2006). Twitch, YouTube Gaming, and Facebook Gaming are notable examples of social gaming and live streaming platforms; these sites are now preferred by both gamers and streamers (Kaye et al. 2017).
Esports, often known as competitive gaming, has seen a sharp rise in popularity, attracting millions of viewers worldwide (Seo 2013). Skilled players and teams compete in organised events across a variety of game genres, including first-person shooters, multiplayer online battle arenas, and fighting games (Seo 2013). Live streaming of competitive gaming competitions has grown to be an important part of the esports ecosystem. This has made it easier for the public to enjoy watching excellent gameplay and participating in the competitive atmosphere (Seo 2013). Streamers that are skilled and charming play a significant part in enthralling and entertaining the audience, creating a unique form of interactive entertainment (Seo 2013).
With the introduction of social gaming and live streaming, the gaming industry has undergone substantial change, resulting in vibrant communities and a transformation in how players engage with games. One may better grasp the substantial impact of social gaming and live streaming on contemporary game culture by analysing the historical context, various gaming genres, the significance of gaming communities, and the emergence of competitive gaming and streaming. With technology advancing at a rapid rate, it is fascinating to speculate about how social gaming and live streaming may be affected in the future, blurring the lines between virtual and real-world interactions.
References
Al Jazeera English 2019, The Gaming Industry | Start Here, 22 December, viewed 16 June 2023, <https://www.youtube.com/watch?v=LEurg3JaP2o>.
Consalvo, M & Dutton, N 2006, ‘Game analysis: Developing a methodological toolkit for the qualitative study of games’, The International Journal of Computer Game Research, vol. 6, no. 1.
Juul, J 2010, A casual revolution : reinventing video games and their players, MIT Press, London.
Kaye, LK, Kowert, R & Quinn, S 2017, ‘The role of social identity and online social capital on psychosocial outcomes in MMO players’, Computers in human behavior, vol. 74, Elsevier Ltd, Elmsford, pp. 215–223.
Seo, Y 2013, ‘Electronic sports: A new marketing landscape of the experience economy’, Journal of marketing management, vol. 29, no. 13-14, Routledge, Helensburg, pp. 1542–1560.
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videogamesincolor · 1 month
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I remain firmly convinced and very comfortable with the idea that Black folks within hobby spaces (fanspaces or the gaming community) need and should foster community spaces dedicated exclusively to them on and offline. There are no ifs, ands, or buts about it.
This esp important for Black women/femmes across the spectrum, who are frequent targets of harassment campaigns and antiblackness within so-called hobby spaces that constantly call themselves "open" and "welcome" to everyone.
BlackGirlGamers is one of the few Black-centric spaces online that I know explicitly enforcing that boundary. They don't try to make a space they built for Black women "a space for everybody", and even boot out Black women who uphold damaging isms. So, yeah, I'm glad to hear folks are getting put in their place when they try to cross explicit boundaries.
Y'all don't get to decide that you're invited into a space that deliberately excludes you because you don't know how to act in the open space you have when Black folks inhabit it.
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l0stfate · 1 year
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Come on❗️ It’s time to get lost streaming Genshin Impact 🎮 @cefimagination
twitch.tv/l0stfate
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rdunnz · 1 year
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It's so satisfying having all my controllers out on display
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thevulturesquadron · 1 year
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If at any point in your arguments or game reviews you use ‘the devs got lazy’, don’t interact.
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nicholasandriani · 6 months
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Beyond Survival: Music, Cybertext, and Paratext in “The Last of Us. A Three-Part Series In a world teetering on the brink of collapse, Less than a decade ago, you might have envisioned the iconic voice of Don LaFontaine echoing in your mind upon reading such an introduction. Now, as these realities seem inevitable, we’ve lost our sense of what’s purely fictional. The Last of Us” emerges not…
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biglisbonnews · 1 year
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‘Fire Emblem Engage’ needs to let its characters out of the closet 'Fire Emblem Engage' changes things up for romance, but it doesn't do right by all its characters, especially when it comes to LGBTQ+ representation. https://www.inverse.com/gaming/fire-emblem-engage-queerbaiting
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