How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many.
The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming’s problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness.
By inviting us to reconsider gaming’s cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Inhoudsopgave
Acknowledgments
Introduction: Men, Place, and Games
1. Frames: Extractive Logics in Play
2. Circles: It All Starts at Home
3. Grids: LAN Parties and the Infrastructural Grounds of Gaming
4. Platforms: Making Space for Collegiate Esports
5. Pockets: Practicing Safe Storage at Games Industry Conventions
Conclusion: Boundaries, (Re)taking the Field
Bibliography
Index
Over de auteur
Nicholas Taylor is Associate Professor in the Department of Communication and Media Studies at York University in Toronto, Canada. He is editor with Gerald Voorhees of Masculinities in Play and editor with Chris Ingraham of LEGOfied: Building Blocks as Media.