The cultural embeddedness of academic books on knowing, feeling, and queering video games

IF 3 3区 管理学 Q1 COMMUNICATION
Nicholas Glunt, Rae V. Griffith, Christopher Lehman, Hailley M. Fargo, Alexander B. Kinney, Nicholas J. Rowland, Nathan E. Kruis
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引用次数: 0

Abstract

Gaming is not a niche activity any more. Play is ubiquitous. Games, gaming, and game development are a component part of contemporary culture. To ignore their embeddedness is intellectual folly. To this end, this review essay links together three recent scholarly books in the digital humanities on games, gaming, and game development, namely, Consalvo and Begy (2015) Players and Their Pets, Anable’s (2018) Playing with Feelings, and Ruberg’s (2020) The Queer Games Avant-Garde. As we shall see, each of these cutting-edge books extends the scholarly literature in new agenda-setting directions. This essay first positions them in a broader discussion in economic sociology and cultural sociology on the notion of “cultural embeddedness,” and then specifically considers the cultural embeddedness of scholarly books on video games published by academic presses. After reviewing the books, the authors of this review essay are forced to acknowledge and, ultimately, embrace the reflexive realization that if we are to critically evaluate or assess the publication of scholarly books about games, gaming, and game development, then what, in point of fact, does it mean for us to pen a scholarly review essay for a peer reviewed academic journal on the same topic? The essay authors conclude by exploring this awkward realization about the circulation of conspicuously academic ideas regarding contemporary gaming and play.
关于电子游戏的认知、感觉和古怪的学术书籍的文化嵌入
游戏不再是小众活动。游戏无处不在。游戏、游戏和游戏开发是当代文化的组成部分。忽视它们的嵌入性是智力上的愚蠢。为此,这篇综述文章将数字人文学科中关于游戏、游戏和游戏开发的三本最新学术书籍联系在一起,即Consalvo和Begy(2015)《玩家和他们的宠物》、Anable(2018)《与感觉玩耍》和Ruberg(2020)《酷儿游戏先锋花园》。正如我们将看到的,每一本尖端书籍都将学术文献扩展到新的议程设定方向。本文首先将它们置于经济社会学和文化社会学中关于“文化嵌入性”概念的更广泛讨论中,然后具体考虑学术出版社出版的关于电子游戏的学术书籍的文化嵌入性。在回顾了这些书之后,这篇评论文章的作者被迫承认并最终接受了一种反射性的认识,即如果我们要批判性地评估或评估关于游戏、游戏和游戏开发的学术书籍的出版,那么事实上,这对我们来说意味着为同行评审的学术期刊写一篇关于同一主题的学术评论文章吗?文章作者最后探讨了这一尴尬的认识,即关于当代游戏和游戏的显著学术思想的流通。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.00
自引率
0.00%
发文量
29
期刊介绍: The Information Society is a multidisciplinary journal intended to answer questions about the Information Age. It provides a forum for thoughtful commentary and discussion of significant topics in the world of information, such as transborder data flow, regulatory issues, the impact of the information industry, information as a determinant of public and private organizational performance, and information and the sovereignty of the public and private organizational performance, and information and the sovereignty of the public. Its papers analyze information policy issues affecting society. Because of the journal"s international perspective, it will have worldwide appeal to scientists and policymakers in government, education, and industry.
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