English [en], .pdf, 🚀/ia, 12.3MB, 📗 Book (unknown), ia/cultureofdigital0000harp.pdf
The Culture of Digital Fighting Games: Performance and Practice (Routledge Studies in New Media and Cyberculture) 🔍
Taylor & Francis Group; Routledge, Taylor & Francis (Unlimited), New York, 2014
Todd Harper 🔍
description
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.
Alternative title
Farmer Jane Women Changing the Way We Eat
Alternative author
Harper, Todd, 1978-
Alternative publisher
Routledge, Taylor & Francis Group
Alternative publisher
Ashgate Publishing Limited
Alternative publisher
Taylor & Francis Ltd
Alternative publisher
Gower Publishing Ltd
Alternative publisher
New York: Routledge
Alternative publisher
Taylor and Francis
Alternative publisher
MyiLibrary
Alternative edition
Routledge studies in new media and cyberculture, Place of publication not identified, 2017
Alternative edition
Routledge studies in new media and cyberculture, Online-ausg, New York, 2014
Alternative edition
Routledge studies in new media and cyberculture, 17, New York, 2014
Alternative edition
Routledge studies in new media and cyberculture, Hoboken, 2013
Alternative edition
Routledge studies in new media and cyberculture, London, 2014
Alternative edition
United Kingdom and Ireland, United Kingdom
Alternative edition
United States, United States of America
Alternative edition
London, 2017
Alternative edition
1, 20131126
Alternative edition
1, US, 2013
metadata comments
Obscured text on back cover due to sticker attached.
Alternative description
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world--the Evolution Series tournament, or "EVO"--and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.--Provided by publisher
Alternative description
1 online resource (172 pages) :
Includes bibliographical references and index
Print version record
1. Introduction -- 2. The arcade ideal -- 3. Play practice -- 4. Playing together, online and off -- 5. Online fighting game communities -- 6. "Asian hands" and women's invitationals -- 7. Defining the game and defining the self
date open sourced
2024-07-01
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