The Toxic Meritocracy of Video Games Book [PDF] Download

Download the fantastic book titled The Toxic Meritocracy of Video Games written by Christopher A. Paul, available in its entirety in both PDF and EPUB formats for online reading. This page includes a concise summary, a preview of the book cover, and detailed information about "The Toxic Meritocracy of Video Games", which was released on 20 February 2018. We suggest perusing the summary before initiating your download. This book is a top selection for enthusiasts of the Games & Activities genre.

Summary of The Toxic Meritocracy of Video Games by Christopher A. Paul PDF

An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage. The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.


Detail About The Toxic Meritocracy of Video Games PDF

  • Author : Christopher A. Paul
  • Publisher : U of Minnesota Press
  • Genre : Games & Activities
  • Total Pages : 308 pages
  • ISBN : 1452956200
  • PDF File Size : 15,8 Mb
  • Language : English
  • Rating : 4/5 from 21 reviews

Clicking on the GET BOOK button will initiate the downloading process of The Toxic Meritocracy of Video Games by Christopher A. Paul. This book is available in ePub and PDF format with a single click unlimited downloads.

GET BOOK

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games
  • Publisher : U of Minnesota Press
  • File Size : 49,5 Mb
  • Release Date : 20 February 2018
GET BOOK

An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and

The Toxic Meritocracy of Video Games

The Toxic Meritocracy of Video Games
  • Publisher : Unknown Publisher
  • File Size : 24,9 Mb
  • Release Date : 02 June 2024
GET BOOK

An avid gamer and sharp media critic explains meritocracy's negative contribution to video game culture--and what can be done about it Video games have brought entertainment, education, and innovation to

Free-to-Play

Free-to-Play
  • Publisher : MIT Press
  • File Size : 20,7 Mb
  • Release Date : 13 October 2020
GET BOOK

An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games. Free-to-play and mobile video games are an important and growing

Real Games

Real Games
  • Publisher : MIT Press
  • File Size : 49,9 Mb
  • Release Date : 01 October 2019
GET BOOK

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult

Comics and Videogames

Comics and Videogames
  • Publisher : Routledge
  • File Size : 28,5 Mb
  • Release Date : 18 October 2020
GET BOOK

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case

Gaming Sexism

Gaming Sexism
  • Publisher : NYU Press
  • File Size : 28,6 Mb
  • Release Date : 01 September 2020
GET BOOK

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video

Get in the Game

Get in the Game
  • Publisher : John Wiley & Sons
  • File Size : 28,5 Mb
  • Release Date : 15 July 2022
GET BOOK

An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming,

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies
  • Publisher : Taylor & Francis
  • File Size : 25,6 Mb
  • Release Date : 19 June 2023
GET BOOK

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled

The Composition of Video Games

The Composition of Video Games
  • Publisher : McFarland
  • File Size : 53,8 Mb
  • Release Date : 11 October 2019
GET BOOK

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play

Disability and Video Games

Disability and Video Games
  • Publisher : Springer Nature
  • File Size : 23,9 Mb
  • Release Date : 18 December 2023
GET BOOK

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of