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Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example

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Abstract

In terms of communication and media studies, gaming constitutes an incredibly complex phenomenon of mediated communication that is based on a global, multilayer, and mostly only virtual game culture. This chapter presents a theoretical approach to the phenomenon of digital game culture(s), which was exemplarily applied empirically in the context of a case study on the World Cyber Games 2008 (WCG) in Cologne. Digital game cultures are defined as an aspect of the current media culture with increasing significance, whose primary resources of meaning are manifested in digital games that are mostly mediated or provided through technical communication media such as handhelds or consoles. The results show that digital game cultures nowadays refer to fields of identity, characterized by a complicated interdependence of both deterritorializating and reterritorializating effects. The experience of individual gaming in a local and everyday context is structurally connected to a transnational and highly commercialized game system. For many gamers, this process is a sign of social acceptance and establishment of gaming.

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Notes

  1. 1.

    The term “digital games” fits better analytically than the terms “computer games,” “video games,” and “screen games” as it is a generic term that refers to the different digital technologies which make playing games possible. Hence, the different gaming platforms such as consoles or computers as well as handhelds or cellular phones are included (see Kerr 2006, 4).

  2. 2.

    An ideal example, often cited in the media, is the phenomenon of “gold farmers” in online role-playing games, who sell game avatars and game items to other gamers outside the game.

  3. 3.

    For the characteristics of public spheres in more general, see Wimmer (2009, 46–49).

  4. 4.

    Nonetheless, digital game cultures are well described concerning individual dimensions, such as the fields of juvenile gamers, girl gamers, massive multiplayer online games, and participatory game cultures, for example, the modding scene (see Unger, Chap. 32).

  5. 5.

    Further characteristics or manifestations of game subcultures are (1) “languages,” the respective subcultural use of certain terms and ways of interaction; (2) “artifacts” such as “original packed games, gaming devices, books, posters” that demonstrate an identification with the subculture; (3) “memorabilia,” souvenirs of individual or mutual gaming experiences; and (4) “shared places,” shared places of reflection and dialogue about the gaming experience, such as online discussion forums.

  6. 6.

    This model puts the focus of observation on a better understanding of media culture, grasping media cultures as a collective phenomenon that is distinguished by the levels of media production, media content, their reception and adoption, and also their (political) regulation and identification.

  7. 7.

    Neither theoretically nor practically resolved is the issue how far the gamers’ power of individuality and creativity reaches. For example, Jessen demonstrated empirically that single player games such as Tomb Raider can be played in teams, which automatically prevents separation and isolation of the gamer: “Contrary to appearances, the computer and the games are absorbed into the existing children’s culture. This happens very much on that culture’s own terms – and often in ways that are quite contrary to the interests of the toy market” (1995, 6).

  8. 8.

    In contrast to the size of the audience, the proportion of female gamers at the WCG is negligible, clearly making the tournaments a male domain.

  9. 9.

    About 1.6 million gamers are said to have competed in the preliminary rounds.

  10. 10.

    The rather superficial application of the symbols of the Olympic Games was vividly demonstrated when the digital flame was “extinguished” by a programming mistake and the display only showed the source, which did not provoke any remarkable reactions from the organizers, participants, or audience.

  11. 11.

    The following games were part of the WCG 2008: Fifa Soccer 2008, Need for Speed: Pro Street, Command & Conquer 3: Kane’s Wrath, StarCraft: Brood War, WarCraft III: The Frozen Throne, Age of Empires III: The Asian Dynasties, Carom 3D, Red Stone, Virtua Fighter 5, Project Gotham Racing 4, Counter-Strike: 1.6, Halo 3, Guitar Hero 3 and Asphalt 3.

  12. 12.

    The names of the interview partners have been changed.

  13. 13.

    Quotations from German newspapers have been translated into English by the author.

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Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_33

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