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  2. 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 ...

  3. 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.

  4. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area ...

  5. 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.

  6. Category:Video game culture - Wikipedia

    en.wikipedia.org/wiki/Category:Video_game_culture

    Video games portal; Topics related to the popular culture surrounding video games Subcategories ... Games, Learning & Society Conference;

  7. 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.

  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 ).