Professional Documents
Culture Documents
James Buckingham
1. Don’t forget ‘old’ media: graphic novels, comics etc Video? Fast approaching ‘old’ media
status
4.Games
The 3Cs Model:
Cultural
What odes this mean?
Eg. Gaming Culture play, role play, competition, collaboration, risk taking,
group membership, taste communities, transmedia
engagement
Makes adults, controllers uncomfortable cos of dark
fantasies etc
Critical 1: Institutions
Game: ‘trained to kill…’
What did they think Games Studios were like: actors dressed up in role play?
PIG Games – Parkside Community College: Jimmy deMOra and the Dying World
- eco-worthy
Critical 2: Audiences
(Manga / anime)
Play
Taste
Genre
Fandom
Production (edit levels, script, etc – Intellectual property issues?)
Social Work
Critical 3: Texts
Representational (avatar gender?) Sexuality / Asexuality
Narrative: return of Propp? Not much different/new
Ludic (rules and economies)
Rules: War – must not shoot your ally
Tennis – the ball must not leave the court
Reason for rules: no boundaries or limits to challenge- no reason to
compete – almost the same as
Economies: Like ‘chance’ – like rewards/treasure – they help you along
your journey of the game
Eamil 68%
9/10 Euros use search engines
More on computers than Game consoles 64/52%
Techno geeks leading the way for the rest of us?
Durability?
Chat rooms? Or Games?
Alter-ego?
Anonymity
FINAL THOUGHTS
Digital natives?
Digital cultures
Rethinking the authority of the teacher: cultural practitioner, researcher, creator, taster,
theorist…