The corruption of play : mapping the ideological play-space of AAA videogames

AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound...

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Bibliographic Details
Main Author: McMahon, Christopher, (Author)
Format: eBook
Language: English
Published: Bingley, U.K. : Emerald Publishing Limited, 2022.
Subjects:
ISBN: 9781801177382
Physical Description: 1 online resource (240 pages)

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020 |a 9781801177382  |q (e-book) 
040 |a UtOrBLW  |b eng  |e rda  |c UtOrBLW 
080 |a 316 
100 1 |a McMahon, Christopher,  |e author. 
245 1 4 |a The corruption of play :  |b mapping the ideological play-space of AAA videogames /  |c Christopher McMahon. 
264 1 |a Bingley, U.K. :  |b Emerald Publishing Limited,  |c 2022. 
264 4 |c ©2022 
300 |a 1 online resource (240 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 |a Introduction -- Chapter 1. Play -- Chapter 2. Neoliberalism -- Chapter 3. Cognitive mapping -- Chapter 4. Identity -- Chapter 5. Agency -- Chapter 6. Consumption conclusions. 
520 |a AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play. Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible in play-space, showcasing a new way of seeing and understanding how play is enabled and how the player forms an understanding of themselves by it. How does the player form their sense of self in the videogame? What level of agency does the player have? How are AAA videogames consumed and what is the extent of the corruption of play? Offering a timely level-up to the existing critical work on videogames, McMahon's revelations that play in AAA videogames does not often occur under ideal conditions due to the influence of neoliberal ideology are a captivating read for communication and media scholars interested in videogames. Understanding that play should be a core activity, and a natural barrier to market and economic logics, McMahon sets the scene for equipping us to understand how the process of neo liberalisation can be resisted. 
588 0 |a Print version record. 
650 0 |a Video games  |x Political aspects. 
650 0 |a Neoliberalism in popular culture. 
650 0 |a Play (Philosophy) 
650 7 |a Social Science  |x Media Studies.  |2 bisacsh 
650 7 |a Media studies.  |2 bicssc 
655 7 |a elektronické knihy  |7 fd186907  |2 czenas 
655 9 |a electronic books  |2 eczenas 
776 0 8 |i Print version:  |z 9781801177375 
776 0 8 |i PDF version:  |z 9781801177368 
856 4 0 |u https://proxy.k.utb.cz/login?url=https://doi.org/10.1108/9781801177368  |y Full text