Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames

Author:

Crawford Garry1

Affiliation:

1. University of Salford, United Kingdom

Abstract

From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively underresearched. Using the case of “sports videogames,” this article advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorizations of gameplay, such as the “magic circle,” which theorize play as a break from ordinary life, this article argues for a consideration of play as a continuation of “the control of the established order.” It argues that many videogames, and in particular sports videogames, can be understood as “themed” spaces which share similarities to other themed locations, such as fast-food restaurants and theme parks. These are “nonplaces” themed to provide a sense of individuality, control, and escape in a society that increasingly offers none.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference70 articles.

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3. Definitions of Esports: A Systematic Review and Thematic Analysis;Proceedings of the ACM on Human-Computer Interaction;2022-10-25

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5. Of Values and Commercialisation: An Exploration of Esports’ Place within the Olympic Movement;Sport, Ethics and Philosophy;2021-08-23

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