Abstract
To study games is to also study the forms and cultures of play that develop around and give meaning to the acts of playing games. In its most abstract structure of play, or paidia, is the unconstrained use of imagination to engage with the world. It is here that paidia offers individuals the freedom to “play” and to “play with” the world around them. However, these acts are always imbued with deep social meanings that are simultaneously expressed through and developed during that act of play.1 From the early games of Mancala, Go, and Chess to the acts of playing house or dolls, individuals learn to navigate social structures from agriculture and warfare to domesticity and gender.2 In sum, as individuals learn to play, they also learn to understand, and reinforce, a variety of social practices, making play a formative activity in the construction of the individual, society, and culture.3 The activity play, or paidia, is however balanced between ludus, or the controlled rules of play.4 Rule systems provide players with the formal design challenges, outcomes, and goals that form the parameters of the game, and “players accept the rules because they make the game activity possible.”5 From this perspective, it is equally important to understand the larger social, cultural, and national contexts that influence and control the design of game structures. It is therefore between the act of playing and the formally designed systems of the game that meaning is created, maintained, and controlled, making games an evocative cultural object.6 It is at this intersection of paidia and ludus that games interpellate individuals into the socially constructed environment of the game,7 and which this book seeks to explore the socio-cultural dynamics of video games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Video Games. Cambridge: MIT Press.
———. 2008. Unit Operations: An Approach to Videogame Criticism. Cambridge: MIT Press.
———. 2011. How to do Things with Videogames. Minneapolis: University of Minnesota Press.
Callois, Roger. 1958. Man, Play and Games. Urbana: University of Illinois Press.
Castranova, Edward. 2005. Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.
Chen, Jin-Shiow. 2006. A Study of Fan Culture: Adolescent Experiences with Animé/Manga doujinshi and Cosplay in Taiwan. Visual Arts Research 33(1): 14–24.
Consalvo, Mia. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. Cambridge: MIT Press.
Dyer-Witheford, Nick, and Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games (Electronic Mediations). Minneapolis: University of Minnesota Press.
Flanagan, Marry. 2009. Critical Play: Radical Game Design. Cambridge: MIT Press.
Frasca, Ganzalo. 2007. Play the Message: Play, Game and Videogame Rhetoric. Doctoral Dissertation, University of Copenhagen.
Galloway, Alexander R. 2006. Gaming: Essays on Algorithmic Culture (Electronic Mediations). Minneapolis: University of Minnesota Press.
Heider, Don. 2009. Living Virtually: Researching New Worlds. New York, NY: Peter Lang.
Hjorth, Larissa, and Chan Dean (ed). 2009. Gaming Cultures and Place in Asia-Pacific (Routledge Studies in New Media and Cyberculture). New York, NY: Routledge.
Hornbeck, Ryan G. 2016. Explaining Time Spent in Multiplayer Online Games: Moral Cognition in Chinese World of Warcraft. Games and Culture: A Journal of Interactive Media 11(5): 489–508.
Huhh, Jun-Sok. 2009. The Bang Where Korean Online Gaming Began: The Culture and Business of the PC Bang in Korea. In Gaming Cultures and Place in Asia-Pacific, ed. Larissa Hjorth, and Dean Chan, 102–116. London: Routledge.
Huizinga, Johan. 1950. Homo Ludens. Boston: Beacon Press.
Jenkins, Henry. 2006. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York, NY: NY Press.
Jin, Dal Yong. 2010. Korea’s Online Gaming Empire. Cambridge: The MIT Press.
Jin, Dal Yong and Florence Chee. 2008. Age of New Media e=Empire: A Critical Interpretation of the Korean Online Game Industry. Games and Culture: A Journal of Interactive Media 3(1): 38–58.
Juul, Jesper. 2005. Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: MIT Press.
Laine, Teemu H., and Hae Jung Suk. 2016. Designing Mobile Augmented Reality Exergames. Games and Culture: A Journal of Interactive Media 11(5): 548–580.
Lamerichs, Nicolle. 2011. Stranger Than Fiction: Fan Identity in Cosplay. Transformative Works and Cultures 7. doi:10.3983/twc.2011.0246.
McGonigal, Jane. 2011. Reality is Broken: Why Games Make us Better and How They Can Change the World. New York, NY: Penguin Press.
Murray, Janet. 2004. From Game-story to Cyberdrama. In First Person: New Media as Story, Performance, and Game, ed. Noah Wardrip-Fruin, and Pat Harrigan, 2–11. Cambridge: MIT Press.
O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry (Benjamins translation library). Philadelphia: John Benjamins Publishing.
Pelletier-Gagnon, Jérémie. 2011. Video Games and Japaneseness: An Analysis of Localization and Circulation of Japanese Video Games in North America. Doctoral Dissertation, McGill University.
Peterson, Mark A. 2004. Anthropology and Mass Communication: Media and Myth in the New Millennium. New York, NY: Berghahn Books.
Said, Edward. 2003. Orientalism. London: Penguin.
Sutton-Smith, Brian. 1997. The ambiguity of play. Cambridge: Harvard University Press.
Taylor, T.L. 2012. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Cambridge: MIT Press.
Turkle, Sherry. 2005. The Second Self: Computers and the Human Spirit. Cambridge: MIT Press.
Wark, McKenzie. 2007. Gamer Theory. Cambridge: Harvard-University Press.
Warner, Bernhard. 2013. Finland’s Supercell: Mobile Games with Megaprofits. Bloomberg Businessweek. http://www.businessweek.com/articles/2013-05-02/finlands-supercell-mobile-games-with-megaprofits.
Williams, Dmitri, Tracy L.M. Kennedy, and Robert J. Moore. 2011. Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. Games and Culture 6(2): 338–361.
Williams, J. Patrick, and Jonas H. Smith (ed). 2007. The Player’s Realm: Studies on the Culture of Video Games and Games. Jefferson: McFarland.
Williams, J. Patrick, Hendricks, Sean Q., and Winkler, W. Keith ed. 2006. Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games. Jefferson: McFarland & Company.
Zimmerman, Eric, and Chaplin, Heather. 2013. Manifesto: The 21st Century Will Be Defined by Games. Kotaku.com. http://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 The Author(s)
About this chapter
Cite this chapter
Pulos, A., Lee, S.A. (2016). Introduction. In: Pulos, A., Lee, S. (eds) Transnational Contexts of Culture, Gender, Class, and Colonialism in Play. East Asian Popular Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-43817-7_1
Download citation
DOI: https://doi.org/10.1007/978-3-319-43817-7_1
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-43816-0
Online ISBN: 978-3-319-43817-7
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)