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  2. Video game culture - Wikipedia

    en.wikipedia.org/wiki/Video_game_culture

    Video game culture or gaming culture a worldwide subculture formed by video game enthusiasts. As video games have grown more sophisticated, accessible, and popular over time, they have significantly influenced popular culture, particularly among adolescents and young adults.

  3. Video game controversies - Wikipedia

    en.wikipedia.org/wiki/Video_game_controversies

    This is an accepted version of this page This is the latest accepted revision, reviewed on 9 January 2025. Video games Platforms Arcade video game Console game Game console Home console Handheld console Electronic game Audio game Electronic handheld Online game Browser game Social-network game Mobile game PC game Linux Mac Virtual reality game Genres Action Shooter Action-adventure Adventure ...

  4. How Videogames Changed the World - Wikipedia

    en.wikipedia.org/wiki/How_Videogames_Changed_the...

    How Videogames Changed the World is a one-off television special by Charlie Brooker which was aired on Channel 4 in November 2013. The show examines the 25 most significant video games according to Brooker, and through that, covers the history of the medium and its impact on wider culture.

  5. Power Play: How Video Games Can Save the World - Wikipedia

    en.wikipedia.org/wiki/Power_Play:_How_Video...

    Power Play's main focus is on the influence that video games can have on society. The book expands upon the future benefits and opportunities that it can provide, and attempts to redirect current stereotypes of gamers and video games to expose the positive aspects that they bring to its users.

  6. Religion and video games - Wikipedia

    en.wikipedia.org/wiki/Religion_and_video_games

    Video games, as products of human culture, can be seen and read as "texts". They carry myths, stories and symbols of the time in which they were created. [81] By "reading" video games, philosophers, sociologists and theologians have the opportunity to study the religious and spiritual themes in video games. [82] This can be done in several ways.

  7. History of games - Wikipedia

    en.wikipedia.org/wiki/History_of_games

    Beginning in 1971, video arcade games began to be offered to the public for play. The first home video game console, the Magnavox Odyssey, was released in 1972. [86] [87] The golden age of arcade video games began in 1978 and continued through to the mid-1980s.

  8. Gaming: Essays on Algorithmic Culture - Wikipedia

    en.wikipedia.org/wiki/Gaming:_Essays_on...

    These four modes of action can also be used to describe individual games: Galloway gives the examples of Tekken, Myst, Warcraft III, and Dance Dance Revolution, respectively. The fourth chapter, "Allegories of Control", uses video games, as "uniquely algorithmic cultural objects", to think through new possibilities for critical interpretation. [1]

  9. Games and Culture - Wikipedia

    en.wikipedia.org/wiki/Games_and_Culture

    Games and Culture is a peer-reviewed academic journal that covers the field of culture and media studies, specializing on the socio-cultural, political, and economic dimensions of gaming. The editor-in-chief is Tanya Krzywinska ( Falmouth University ).