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The chapter explores how players talk about “What makes a good game?” In their posts to the PA website DS players engage in sophisticated and complex description, categorization, and legitimatization of different modes and attitudes of play, as well as imagine different contingencies that help to shape an idea of other kinds of play and players. At the same time, players couch their discussion of pleasure, experience, and community in terms of value, deals, and commodities. Such discourse in this chapter is connected to issues of value, addiction, and the quotidian.
Keywordsaddiction aesthetics commodity consumption context value
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