Powerplay — Power, violence and gender in video games

AI and Society 7 (4):368-385 (1993)
  Copy   BIBTEX

Abstract

Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’.The paper deals with questions such as: What do computer games mean? What does violence in computer games signify? Why do computer games, especially the violent ones, mean something special to a certain group of men? These questions are discussed from the perspective of semiotics, media and control studies.Finally, the paper discusses the connections between women and the male dominated video games, and attempts to explain why, nevertheless, some girls and women do play these games

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,219

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Locating the wrongness in ultra-violent video games.David I. Waddington - 2007 - Ethics and Information Technology 9 (2):121-128.
Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
Making games for social change.Mary Flanagan - 2006 - AI and Society 20 (4):493-505.
The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.

Analytics

Added to PP
2013-11-20

Downloads
105 (#161,390)

6 months
8 (#292,366)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

No citations found.

Add more citations

References found in this work

Signatures of the Visible.Fredric Jameson - 1992 - Journal of Aesthetics and Art Criticism 50 (3):272-272.

Add more references