Mainstreaming and Game Journalism

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”...

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Հիմնական հեղինակներ: Nieborg, David B., Foxman, Maxwell
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Հրապարակվել է: The MIT Press 2024
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Առցանց հասանելիություն:ONIX_20241025_9780262375504_82
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author Nieborg, David B.
Foxman, Maxwell
author_browse Foxman, Maxwell
Nieborg, David B.
author_facet Nieborg, David B.
Foxman, Maxwell
author_sort Nieborg, David B.
collection Directory of Open Access Books
description 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.
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spelling doab-20.500.12854ir-1467042024-10-25T13:17:37Z Mainstreaming and Game Journalism Nieborg, David B. Foxman, Maxwell game journalism gamergate gg Kotaku Polygon game industry crunch streaming New York Times Washington Post digital play enthusiast press passionate experts precarity specialization sincerity thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism 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. 2024-10-25T13:17:35Z 2024-10-25T13:17:35Z 2023 book ONIX_20241025_9780262375504_82 9780262375504 9780262546287 https://directory.doabooks.org/handle/20.500.12854/146704 eng Playful Thinking image/jpeg n/a https://doi.org/10.7551/mitpress/13837.001.0001 The MIT Press The MIT Press 10.7551/mitpress/13837.001.0001 10.7551/mitpress/13837.001.0001 ae0cf962-f685-4933-93d1-916defa5123d 9780262375504 9780262546287 The MIT Press 224 Cambridge open access
spellingShingle game journalism
gamergate
gg
Kotaku
Polygon
game industry
crunch
streaming
New York Times
Washington Post
digital play
enthusiast press
passionate experts
precarity
specialization
sincerity
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society
thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism
Nieborg, David B.
Foxman, Maxwell
Mainstreaming and Game Journalism
title Mainstreaming and Game Journalism
title_full Mainstreaming and Game Journalism
title_fullStr Mainstreaming and Game Journalism
title_full_unstemmed Mainstreaming and Game Journalism
title_short Mainstreaming and Game Journalism
title_sort mainstreaming and game journalism
topic game journalism
gamergate
gg
Kotaku
Polygon
game industry
crunch
streaming
New York Times
Washington Post
digital play
enthusiast press
passionate experts
precarity
specialization
sincerity
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society
thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism
topic_facet game journalism
gamergate
gg
Kotaku
Polygon
game industry
crunch
streaming
New York Times
Washington Post
digital play
enthusiast press
passionate experts
precarity
specialization
sincerity
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society
thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism
url ONIX_20241025_9780262375504_82
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