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Video game culture

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1197:. The problem is that they lack visibility. One reason for this is that many people do not want to reveal their association with video game culture out of fear of stigmatization. Past research has shown this to be the case for the female gamer. Because women in video game culture are often ostracized by their male gamer counterparts, female gamers are frequently forced to conceal their gender, only participating in video game culture when they can remain anonymous. When concealing their identities, females gamers try to change their voice when talking online, they will play as a male character instead of a female character followed by some kind of masculine name. 891:
video games' total market share by 2017. Because games such as Clash of Clans offer in-game bonuses for referring new players to the game, mobile gamers have turned to social media sites to recruit their friends and family. Some games even offer integrated social media support to provide players with in-game chat or "friends" features for communicating and competing with other players. A large number of mobile game players has led to the creation of devoted forums, blogs, and tip sites similar to those committed to console video games. Popular video game publications, like Ars Technica and TouchArcade are even beginning to give significant coverage to mobile games.
688:", as people can transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro also stresses the possibility of "Using technology to enhance one's social life", as friendships no longer have to be structured by physical proximity (e.g. neighbors, colleagues). Shapiro states that "the net (Online Gaming Communities) allows individuals to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships". Thus, such online communities satisfy a genuine need for affiliation with like-minded others. 1201:
development industry. The reason for this may be partly caused by the lack of encouragement due to the negativity or harassing of females in video game culture. Due to being the minority, women in the video game development industry receive stereotypical threats because of being in a male dominant career. There was a hashtag that was created on Twitter that was #1ReasonWhy in which it was reasons why there was a lack of women in the video game industry. Video game designer Kim Swift stated that "Because I get mistaken for the receptionist or day-hire marketing at trade shows."
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game. The other phrase is "lol", which means "laughing out loud", this phrase is also used outside of gaming. There are also phrases that players use before and at the end of their matches. The abbreviation of "GL HF" is seen at the start meaning, "good luck, have fun". Then at the end, whether people win or lose, players use "GG", meaning "good game" to their opponents. A popular abbreviation the gaming culture created and uses is "AFK". This means "away from keyboard", and is used when a player is not using their keyboard or controller and are not paying attention.
2355:, you control the actions of a daring knight named Dirk, to save a princess from an evil dragon, hence the name of the game. Since the dawn of this exact game, more and more companies have influenced the technology used and decided to make their interactive movie games for arcades and consoles. A more recent Interactive movie title is called 'Bandersnatch'. This movie sets you on a plot of a young 80's programmer named Stefan Butler. The movie lets the viewer choose different plot trajectories for the main character questioning reality throughout the way. 1623:. Some of the hosts also did their show Game One dedicated to games on the German MTV channel until canceled 2014. The show is quite famous for their sketches on games and video game culture in Germany. The unofficial successor is the YouTube show Game Two, financed by public-service broadcasting program funk and produced by the 24/7 online channel Rocket Beans TV, which is dedicated to video game, nerd and pop culture. A similar show was "Reload"; produced for the public-service channel 786: 1193:. He further argues that this lack of representation of alternate identities in video games has caused gamers who divert from the dominant demographic to be often relegated to the margins of the culture. This process is thus seen to perpetuate the stereotypical image of the geeky, heterosexual male gamer as the ruler of the video game world. Contrary to popular belief, there are a multitude of communities within video game culture that do not fulfill the typical gamer 545: 4085: 1230: 905: 1015:
interested in cultural artifacts such as video game paraphernalia. Cronin and McCarthy (2011) have also explored a liminal, hedonic food culture to be present among these socially connected actors. The commensal consumption of energy-dense low nutrient foods is considered to be appropriated during long stretches of gameplay to contribute to the community and hedonistic aspects of social gaming.
1346: 734:. Clans established their own identities, their marketing, their form of internal organization, and even their looks. Some clans had friendly or hostile rivalries, and there were often clans who were allied with other clans. Clan interaction took place on both professionally set competition events, and during normal casual playing where several members of one clan would play on a public 1043:(End User License Agreements). Terry Flew recognized this problem: "Intellectual property is much better suited to conventional 'texts' that are fixed or finished, rather than ongoing collaborative creations like games". He also highlights that these issues will only worsen; as more interactive games emerging, issues of regulation, ownership, and service will only get more problematic. 991:", as the intangible reward of social belongingness is of paramount importance. Bray and Konsynski also argue the ability of the technology "to enrich their lives", as most Millennials report: "No difference between friendships developed in the real world vs. friendships developed online, and most use the Internet to maintain their social networks and plan their social activities". 1030:(2005)(p. 264) suggests that the appeal of the "Massively Multiplayer Online Role-Playing Game" lie in the idea of escapism, and the ability to assume the role of someone or something that is a fantasy in real life. He notes that '...for some women, enjoy adopting what they feel to be an image of femininity more acceptable or desirable than their real-world body...' 744:'Clan'- or 'guild'-based play has since become an accepted (and expected) aspect of multiplayer video games, with several games offering cash-prize tournament-style competition to their players. Many clans and guilds also have active fan-bases, which, when combined with the 'tournament' aspect, contribute to turning clan-based gaming into a semi-professional sport. 42: 1286: 1108: 960:', he states "has built up entire political and social structures in given communities' that provide an elaborate game life for participants". Gamers in these online worlds participate in many-to-many forms of communication and one-to-one correspondence. The games are not only massive; they are also "intimate and social". 1591:, one of the channel's most popular shows and the highest-rated video game review show, is still produced at G4 until it was bought by Esquire Magazine, who decided to cease X-Play and focus less on the video game oriented audience of G4 and go with their traditional, more general male audience of their magazine. 1019:
and also the possibility of virtual interaction through online participation, these cohorts should be considered 'postmodern subcultures'. Video game communities have social elements beyond physical interaction and have come to a stage where online and offline spaces can be seen as 'merged' rather than separate.
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Games act on television, with the player choosing to enter the artificial world. The constructed meanings in video games are more influential than those of traditional media forms. The reason is that 'games interact with the audience in a dialogue of emotion, action, and reaction'. The interactivity
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The presence of rituals, shared discourse, collective action, and even a liminal food culture among video game communities gives credence to the concept of these cohorts existing as self-defining sub-units within mainstream culture. However, due to the ephemeral and transient nature of their rituals,
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Video games are played in a variety of social ways, which often involve domestic gatherings or even in public places. A popular method of accomplishing this is a LAN (Local Area Network) party, which is hosted at a home and involves family and friends, creating a social event for people-friendly with
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David Marshall argues against the rich source of "effects" based research, finding that games are "deliberating and anti-social forms of behavior". Rather suggesting that "the reality of most games is that they are dynamically social – the elaborate social conversations that emerge from playing
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for virtual property and items, commonly known as RMT (Real Market Trading). Some game developers may ban RMT in their games, especially when it interferes with the equity of the game. That being said, other game developers embrace it with one game, Second Life, with its entire focus on the usage of
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Another key component of many video game networks is the connection between the player base and the game developers. Many game developers have outlets either through official website forums or social media where gamers can communicate with and provide feedback to the game developers. Likewise, these
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The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content. Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect of video gaming has
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offered multiplayer competition and cooperation, but on a scope more geographically limited than on the Internet. The Internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance
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today to develop highly advanced and comprehensive communication networks. With the freedom of the Internet's architecture, users can become producers of the technology and shapers of the growing networks. Compared to past eras where consumers had little means of communication with game developers
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Ownership of video game entities is a major issue in video game culture. On one side, players, especially those who played with avatars for several years, have treated the avatars as their property. On the other hand, publishers claim ownership of all in-game items and characters through the EULA
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Since smartphones became commonplace around 2007, mobile video games have seen rapid increases in popularity. The widespread appeal of simple, "time-killing" games, reminiscent of "social games" such as those found on Facebook, has set the stage for mobile video games to account for almost 35% of
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Most video games contain certain language or communication familiar to game and its player base. Overall the gaming community has common phrases that are used universally. The two most common phrases are "noob", which relates to a player who is low in skill and that they are relatively new to the
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Q+ community maintains a notable presence within video game culture. For LGBTQ+ gamers, video games provide an alternate reality in which there is the opportunity for sexual expression, identity formation, and community building. Such communities indicate the development of diverse subcultures
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This is what he calls "identity tourism", a form of hopping from one person to another, for which there usually is a stereotypical discourse associated with the protagonist. This is seen in the case of males who assume the personas of the female gender, and the character's representation of her
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There has been much debate among media theorists as to whether video games are an inherently social or anti-social activity. Terry Flew argues that digital games are "increasingly social, a trend that works against the mainstream media's portrayal of players as isolated, usually adolescent boys
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in Colorado in 1999 being an example. Flew says that assuming this idea, of cause and effect behavior of video games, is one that is flawed. Several studies have shown a correlation between violent content in media and aggressive behavior. At the same time other studies have shown evidence the
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subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults. Video game culture has also evolved with
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Contemporary investigations have found that there is a prevailing social framework in place during gatherings of video game enthusiasts or 'gamers'. Mäyrä (2008, p. 25) suggests that gamers who gather together to play possess a shared language, engage in collective rituals and are often
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When it comes to working into the video game development industry, there is a small minority of women within these industries. With 3% of programmers, 11% game designers, 13% of artists and animators, 13% of QA testers, and 16% of producers, these are low numbers for women in the video game
646:, both requiring more physical activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older but still retain that interest in games. Currently, the largest 806:, with many words such "pwn", as well as "noob", being direct carry-overs from Leetspeak. There are terms to describe video game events, game genres, gamer demographics, strategies, specific events, situations, and more. It is especially common among online games to encourage the use of 2358:
The birth of the 'interactive movie' genre was studded with unimpressive flops, though the genre later came into its own; at the time, video-capture technology was still in its infancy, with short (and often grainy and low-quality) video segments being the norm for games of any length.
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Video game culture is broadly considered a description of the subculture of those who play video games. This not only includes gamers, players that frequently dedicate time and effort to playing video games, but also those players that participate less frequently and often through more
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games continue playing and adopting newer systems. The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female; but research has also shown that women are less likely to self-identify as gamers out of fear of
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hidden away in darkened bedrooms, failing to engage with the social world." He asserts that games are played in very social and public settings; for example computers and consoles are often played in living areas of domestic homes, where people play with family or friends.
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Until 2019, films based on video games generally had carried a negative connotation for lackluster quality, typically attributed to the difficulties of translating an interactive work to a passive form of entertainment. The commercial and critical success of the films
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From the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, in its early history video gaming had occasionally caught the attention of the mainstream news outlets. In 1972,
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Benjamin Paaßen has argued that because video game culture has long been a space dominated by heterosexual men, the video game industry tends to cater to this particularly lucrative audience, producing video games that reflect the desires of the heterosexual
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In Germany most shows and channels dedicated to video games were canceled, although the content was highly appreciated by the video game audience. There was one digital cable and satellite channel with a focus on video games, which was closed in 2009:
522:. Because of the interactive nature of video games, the video game culture differs from other subculture as there is interest not only in who plays video games (the demographics), but the types of video games they play, and how they play them. 975:. He states that the game relied upon an "unprecedented level of corroboration and collective intelligence to solve the game". The issue of collective and corroborative team play is essential to ARG, thus are anything but a solitary activity. 1078:, whose narrative attaches with strong violence sense. On the other hand, some people who hold social determinism theory assert technology is neutral, but it is the way that humans manipulate technology which brings about its social impact. 855:. These video game communities may have nothing in common, or instead be designed for dedicated, skilled players, or even clans made for those with shared commonalities such as personality, ethnicity, heritage, language or gender. 3803: 1179:, in which some gamers, under the pretense of calling out ethical issues in game journalism, harassed and threatened several female developers and those that supported the developers. Gamergate was described by Bob Stuart in 797:
Like other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with
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Additionally, dominant perceptions of gamers as asocial, straight, white men are also challenged by the presence of gamers who do not identify as heterosexual. For instance, it has been shown by past research that the
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Most films related to video games in the 1990s and 2000s were subsequently adaptions of games, rather than dealing with the medium itself, though the concept of video games remained as a central theme in works like
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Geser, H, 2007, "A very real Virtual Society. Some macro-sociological reflections on 'Second Life'" in 'Sociology in Switzerland: Towards Cyber society and Viral Social Relations', viewed August 20, 2008, pp.
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He writes that through research the 'computer games cause violence' discussion is mainly focused on psychology. The idea is influenced after horrible shooting events that took place, with the shooting at
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serves mainly to widen the life experience of individuals who have already a rich 'First Life', not as a compensating device for marginal loners." Thus highlighting the "fantastic social possibilities of
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Because they straddle the technologies of television and computers, electronic games are a channel through which we can investigate the various impacts of new media and the technologies of convergence.
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Games are the first new computer-based media form to socialize a generation of youth in a way that traditional media forms have in the past. Therefore, the 'MTV generation' has been overtaken by the '
738:. Clans would often do their recruiting this way; by noticing the best players on a particular server, they would send invitations for that player to either try out or accept membership in the clan. 3005: 1667:. The character is portrayed as a foul-mouthed, short-tempered retro gamer who reviews old video games usually sarcastically and negatively with frequent use of profanity for comical effect. 2775:
Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an Introduction (second edition), Oxford University Press, South Melbourne 101–114.
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same places become key locations for game developers to communicate with their fans, were often dedicated employees act as liaisons as a bridge between the company and the community.
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also emphasizes the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together". This raises the notion of McLuhan's "
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2Flew, Terry and Humphreys, S 2005 "Games" Technology, Industry, Culture" in Terry Flew, New Media: an introduction(second edition), Oxford University Press, South Melbourn 101–114.
2288:. The games are characterized by more emphasis on cinematic sequences, using full-motion video and voice acting. Interactive movie games have been made in several genres, including 3550:
Marshall, P.D. 2002, Video and Computer Gaming, in Cuningham, and Turner, (eds)., The Media and Communication in Australia (Second Edition), Allen&Unwin, Crows Nest. pp. 273.
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Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: An Introduction (2nd ed), Oxford University Press, South Melbourne 101–114
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that may use a barter system or currency system. In some games, the interest in the virtual economies may be so great players will spend real money through auction sites like
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was substantially re-worked to remove any 'extreme' violence. In response to these issues (and in parallel to similar demands made upon the music and movie industries), the
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Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward kids and young teenagers are advertised on
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and other communities beyond their geographical location, the Internet has created many methods of communication such as through the online bulletin board website,
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Clans also allow players to assist each other in simulated combat and quests in-game advancement, as well as providing an online family for friendly socializing.
1542:, was accused of promoting pornography and violence; as a result of the criticism, censored versions of the game were released in certain countries. In the 1999 669:
each other. LAN parties are often held in large-scale events conducted in public spaces and have a great number of participants who might not usually socialize.
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In Korea, there are two cable TV channels fully dedicated to video games, Ongamenet and MBCGame, broadcasting professional game leagues that are held in Korea.
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Marshall, D in Turner, G & Cunningham, S, 2006, 'The Media & Communications in Australia' in 'Computer Games', Allen & Unwin, Sydney, pp. 279–300.
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In Russia there is one satellite, the "Perviy Igrovoy" (Gaming First) and one cable, "Gameplay TV", video game TV channels. Channels have Internet streams.
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Hans Geser further rejects the mainstream media view that video games as an anti-social activity, asserting "there is considerable empirical evidence that
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The concept that video games had its own subculture was first suggested in 1996, but became more predominate as an area of academic study since the 2010s.
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With the rapid convergence of all media types into a digital form, video games are also beginning to affect, and be affected by traditional media forms.
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Cronin, J.; M. McCarthy (2011). "Fast Food and Fast Games: An ethnographic exploration of food consumption complexity among the videogames subculture".
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Notice of the National Press and Publication Administration on Further Strict Management and Effective Prevention of Minors' Addiction to Online Games
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Computer games have developed in parallel to both the video game and the arcade video game. The personal computer and console machines such as the
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as "an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out..those who want to see more diversity in gaming"
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companies which allow you to simply attach your computer or console to the television cable system and you can simply download the latest game.
615:.As of 2011 ESA reported that 71% of people age six to forty-nine in the United States played video games, with 55% of gamers playing on their 3128: 368: 3901: 3485: 3307: 2016: 413: 1585:, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. 3923: 3607: 2711:
Shapiro, A, 1999, 'Masters of Our Domains: Personalisation of Experience' in 'The Control Revolution', Public Affairs, New York, pp. 44–51.
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gender being overly sexualized and/or passive, '...this tends to perpetuate and accentuate existing stereotypes of.. women...' (Nakamura).
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for instance, provide weekends of socializing and playing, at a large gathering (an event of several thousand) of dedicated game fans.
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can all be played online. Online gaming has spread from its initial computer roots to console video games as well. Today, every major
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have released thousands of game music arrangements in a variety of genres and have influenced the careers of several game composers.
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As of 2016, the average age for a video game player is 31, a number slowly increasing as people who were children playing the first
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Bray, DA & Konsynski, BR, 2007, 'Virtual Worlds, Virtual Economies, Virtual Institutions', viewed August 20, 2008, pp. 1–27.
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where servers of tens of thousands can be present simultaneously in the same instance or environment. In major titles such as
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available offers degrees of online gaming, some limited by particular titles, some even offer up entire virtual communities.
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Fox News reported that Montreal shooting case in Canada was carried out by the criminal Kimveer Gill, who is a player of
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while building a television set from scratch created the first video game. Video games are now also being exploited by
1123: 623:. The average age of players across the globe is mid- to late 20s, and is increasing as older players grow in numbers. 4166: 2347: 2285: 2194: 703: 654:
of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.
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Video game music has been used by popular musicians in many ways. The earliest example was the electronic music band
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Online gaming has drastically increased the scope and size of video game culture. Online gaming grew out of games on
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tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the
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also had implications for the social interactions and collective behaviors of consumers involved in the activity.
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Gosney, J.W, 2005, Beyond Reality: A Guide to Alternate Reality Gaming, Thomson Course Technology, Boston.
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caused quite a stir, with its detailed 3D graphics and copious amounts of blood and gore. The 1996 game,
4006: 3896: 3865: 3703: 2593:"What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture" 2482: 2341: 1905:. The influence of retro video games on contemporary music can also be seen in the work of less purist " 1851: 1833: 1659: 1504:
As games became more realistic, issues of questionable content arose. The most notable early example is
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Stewart, C, and Lavelle, M (eds), 2004, Media and Meaning: An Introduction, BFI Publishing, UK. p. 119.
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The shift from console-based or "shrink-wrap" video games to online games has allowed online games and
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A source of criticism that the public often aims at in video games is the violence that they contain.
30:"Gaming community" redirects here. For an organized group of players of a multiplayer video game, see 4133: 3957: 3940: 3798: 3759: 2144: 1675:
was a fictional series chronicling the life and adventures of Jeremy, a self-proclaimed "pro gamer".
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Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" Oxford University Press
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In conjunction with the changing demographics of video game creators and players, issues related to
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series of games. The series consist of hundreds of short episodes taking place in their own 'Halo
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From Quake, online video games grew beyond first-person shooters and have impacted every genre.
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One possible reason for the increase in players could be attributed to the growing number of
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offered a new dimension to game playing. The consoles have now largely been replaced by the
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Adrienne Shaw (May 2010). "What Is Video Game Culture? Cultural Studies and Game Studies".
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A comedy subgenre has developed increasing the popularity of several musicians including
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platforms; due to Nintendo's strict content-control guidelines, that system's version of
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Castells, Manuel (2001), "The Internet Galaxy", Oxford University Press, Oxford pp. 9–35
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Shaw, Adrienne (2010). "What is video game culture? Cultural studies and game studies".
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is an international multi-language video game television channel, managed by the former
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A crossover between video game culture and graffiti culture drawn on a piece of the
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means this occurs to a depth that is not possible in the traditional media forms.
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as instrumentation. In turn, the band would have a major influence on much of the
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in 1983, but quickly expanded to computers and video game consoles such as the
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until the channel was announced to close in 2014. The Franco-German TV network
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One of the most groundbreaking titles in the history of online video games is
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in the mid-1990s, primarily because of the increased capacity offered by the
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in the early 1980s led to several films based around arcade games, including
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on the ABC (Australian Broadcasting Corporation) which broadcasts on channel
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Hollywood has also created films that are about video games themselves. The
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was established to help guide parents in their purchasing decisions. 1993's
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connection between violent games and violent behavior is thin and unlikely.
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by adding information on neglected viewpoints, or discuss the issue on the
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Pac-Man Fever went gold almost instantly with 1 million records sold.
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symphonic concerts are performed yearly, ever since their debut in 1987.
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became the first video game pop-culture phenomenon. This was followed by
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There are also video game shows that appear on other channels, such as
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debuted, particularly with its home video game console released on the
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ESA report on the sales, demographics and usage data of the industry
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in 1980. Other video games labeled as pop-culture phenomena include
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for children is gaming. According to a 2008 telephone survey with a
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3Green, L2001 Technoculture, Allen&Unwin, Crows Nest, pp. 1–20.
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generation'; however, some refer to the current generation as the '
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The first television channel dedicated to video games and culture,
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games can now be played from low-end client systems and even TVs.
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Gamers of all ages play online games, with an average age of 33.
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Lloyd, David W.; McCormack, Cain; Hinson, Jimmy (2009-11-13),
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were the result of the multimedia expansion of computers and
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deal primarily with the United States and do not represent a
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In Australia one TV show is based on video games and games:
455:, a term that can mean anything from players who only enjoy 3117:. Market for Home Computing and Video Games. 7 August 2009. 630:
that require less of a specific audience. For example, the
2867: 2865: 2707: 2705: 3034:. Wolf, Mark J. P., Perron, Bernard. New York, NY. 2014. 2506: 2504: 1730:, in which the cast are members of a guild that plays an 1555:
was released, which started the controversy over again.
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People who regularly play video games often identify as
1248: 923: 563: 3310:. Vol. 2. McGraw-Hill. 1982-04-05. Archived from 2118:
in 2019 led to a turnaround for video game adaptions.
3360:"Conversation with Grand Prize Winner Jillian Goldin" 2960: 2958: 1647:. The show is also available as a podcast on iTunes. 887:
real-life currency for everything in the game world.
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Rap attack 3: African rap to global hip hop, Issue 3
2796:"How Social Is a Key Player in Mobile Gaming Growth" 1933:
perform their own instrumentations, and groups like
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Debate over social culture versus antisocial culture
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programs to communicate while playing games such as
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console has widened its audience with games such as
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has become more widely accepted. Video game-focused
4104: 4022: 3889: 3826: 3789: 3648: 1708:, Scotland, was developed into a broadcast series, 862:Some of the most advanced networks take place with 831:. Gamers can often develop sub-communities in-game 3212: 3027: 2570:Jupiter Media gamer age study – press release 493:have become popular social-gathering events among 2335:, but later worked for other film companies like 1663:is a show about a fictional character created by 2676:"Survey:97 Percent of Children Play Video Games" 3532:Video games researcher Vincent O' Donnell.1997. 3135:. December 23, 2014 – via Spiegel Online. 2036:Examples of films based on video games include 952:games online in massive multi-player formats" ( 2821:"The History Of Gaming: An Evolving Community" 1210:within the culture of video games as a whole. 467:capability, gamers find themselves in growing 3608: 3159: 3157: 3030:The Routledge companion to video game studies 2771: 2769: 1257:that contextualizes different points of view. 1243:to certain ideas, incidents, or controversies 552:The examples and perspective in this section 407: 8: 4113:Brown v. Entertainment Merchants Association 2473:Social interaction and first-person shooters 1881:sound effects. An entire music genre called 1631:has a show dedicated to video game culture: 3473:Game Over: How Nintendo Conquered the World 2966:New Media: an Introduction (second edition) 2895:. London: Wallflower Press. pp. 81–97. 2660: 2658: 2656: 2654: 2652: 2650: 4026: 3615: 3601: 3593: 3062:: CS1 maint: location missing publisher ( 2028:Film adaption § Video game adaptation 1897:. Notable examples of these bands include 570:, or create a new section, as appropriate. 414: 400: 36: 3148:"funk by ARD and ZDF – Funking things up" 3098: 2616: 1909:" artists, such as Solemn Camel Crew and 1807:in the early 1980s, it became common for 1386:Learn how and when to remove this message 1273:Learn how and when to remove this message 1151:Learn how and when to remove this message 586:Learn how and when to remove this message 3166:"YMCK takes 'chiptune' revolution major" 2948: 2946: 2944: 2586: 2584: 1877:EP in 1992 that featured a heavy use of 1704:, a game review/sketch show produced in 967:is also inherently social, drawing upon 2500: 2160:for the Nintendo Entertainment System. 48: 3413:"ReMixer Interview: Daniel Baranowsky" 3055: 2644:, 2008-02-04. Retrieved on 2008-05-07. 2363:Video game and traditional media forms 2272:format. Interactive movies started on 1756:or sent in by independent developers. 3497:from the original on January 2, 2021. 3103:– via Academic Search Complete. 3008:from the original on October 25, 2014 2674:Irvine, Martha (September 16, 2008). 2546: 2544: 2303:The first interactive movie game was 2017:Hollywood and the video game industry 1752:where the cast plays games either on 7: 4120:Entertainment Software Ass'n v. Foti 3435:Whitten, Sarah (February 14, 2020). 3146:Jürgens, Henner (November 2, 2016). 2370:In history, the Television engineer 1945:video games, while communities like 1368:adding citations to reliable sources 1173:gender representation in video games 1094:Gender representation in video games 682:Games: Technology, Industry, Culture 505:have become significant part of the 4049:Family Entertainment Protection Act 3164:Daniel Robson (February 29, 2008). 2721:Parthan, Vimal (November 4, 2011). 2458:List of novels based on video games 864:massively-multiplayer online gaming 824:massively-multiplayer online gaming 3388:"ReMixer Interview: Wall of Sound" 2819:Chikhani, Riad (31 October 2015). 2753:Entertainment Software Association 2032:List of films based on video games 1815:to be used, particularly in early 1601:managing director Michiel Bakker. 1055:relates this back to the idea of ' 995:Social implications of video games 810:for convenience in communication. 25: 3805:California v. Activision Blizzard 3635:List of controversial video games 1687:(machine-cinema) filmed with the 1574:The first video game TV show was 442:and the increasing popularity of 3340:. Hardcore Gaming 101. p. 2 2996:Stuart, Bob (October 24, 2014). 2188:(2010, a sequel to the original 2128:golden age of arcade video games 1859:produced an album entirely from 1805:golden age of arcade video games 1344: 1324:Gaming as portrayed by the media 1228: 1106: 903: 543: 40: 27:Subculture formed by video games 3254:Stout, Andrew (June 24, 2011). 2908:An Introduction to Game Studies 2488:Cannabis and video game culture 2453:List of books about video games 2374:, who conceived the idea of an 1998:Mario & Zelda Big Band Live 1782:, released in 1978, which used 1355:needs additional citations for 4059:Truth in Video Game Rating Act 3358:Strassel, Quinn (2008-04-01), 3115:"Ex-MTV boss targets games TV" 2219:Jumanji: Welcome to the Jungle 2011:Video game and film crossovers 1863:arcade game samples, entitled 1683:(made by Rooster Teeth), is a 1082:Issues of gender and sexuality 497:since early 21st century, and 1: 3718:Super Columbine Massacre RPG! 2723:"Cloud Computing has Arrived" 2262:computer and video game genre 1975:Full orchestras, such as the 1895:Nintendo Entertainment System 1177:Gamergate harassment campaign 1075:Super Columbine Massacre RPG! 4034:Intellectual property rights 2910:. London: Sage Publications. 2794:Oaks, Jessica (2015-05-09). 1977:Symphonic Game Music Concert 1726:is a web series, created by 2286:3DO Interactive Multiplayer 2195:Scott Pilgrim vs. the World 1126:. The specific problem is: 1023:MMORPG and identity tourism 704:Voice chat in online gaming 566:, discuss the issue on the 4183: 3465:"A New Leader of the Club" 3285:. Allmusic. Archived from 2968:. Blackwell, Oxford. pg113 2443:Gamers Outreach Foundation 2253: 2025: 2022:Films based on video games 2014: 1995:themed music, such as the 1763: 1562: 1333: 1327: 1220:Advertising in video games 1217: 1214:Gaming and popular culture 1122:to meet Knowledge (XXG)'s 1091: 1085: 998: 773: 716:from the 1970s and 1980s. 701: 695: 661: 532: 267:Longest-running franchises 29: 4044:1993 U.S. Senate hearings 4039:Video Recordings Act 1984 4029: 3907:regionally censored games 3630: 2935:10.1108/00070701111140070 2609:10.1007/s11199-016-0678-y 2591:Paaßen, Benjamin (2016). 2345:) and Universal Studios ( 2207:Ralph Breaks the Internet 1565:Video game live streaming 971:'s (Levy 1998) notion of 918:toward certain viewpoints 277:Games considered the best 3881:Corrupted Blood incident 3774:Digital Homicide Studios 3624:Video game controversies 3578:10.1177/1555412009360414 3081:Krobova, Tereza (2015). 2800:www.socialmediatoday.com 2527:10.1177/1555412009360414 2260:Interactive movies as a 2122:Movies about video games 965:alternate reality gaming 835:and may use third party 272:Most-played mobile games 3839:Cheating in video games 2575:March 11, 2006, at the 2313:, a man who worked for 2243:Space Jam: A New Legacy 2225:Jumanji: The Next Level 973:collective intelligence 4064:Video Game Decency Act 3856:Death of Brandon Crisp 3834:Blitzchung controversy 3463:Sheff, David (1994) . 2478:Video game controversy 2468:Sexism in video gaming 2376:interactive television 2222:(2017) and its sequel 2204:(2012) and its sequel 1776:Yellow Magic Orchestra 1336:Video game controversy 1293: 1169:sexism in video gaming 1001:Video game controversy 794: 710:bulletin board systems 648:entertainment industry 3924:Gender representation 3866:2017 Wichita swatting 3066:) CS1 maint: others ( 2483:Video game journalism 2342:All Dogs Go to Heaven 1968:-themed parody album 1660:Angry Video Game Nerd 1330:Video game journalism 1288: 1251:by rewriting it in a 1165:women and video games 1088:Women and video games 1066:Columbine High School 788: 781:Slang and terminology 535:Women and video games 4134:Epic Games v. Google 3876:match fixing scandal 3811:ABK Workers Alliance 3792:workplace misconduct 3760:Six Days in Fallujah 2923:British Food Journal 2348:The Land Before Time 2145:The Last Starfighter 1829:Buckner & Garcia 1795:produced during the 1552:Grand Theft Auto III 1364:improve this article 1133:improve this section 674:Everquest Fan Faires 564:improve this section 495:computer enthusiasts 149:Virtual reality game 4127:Epic Games v. Apple 3827:Other controversies 3314:on November 7, 2007 3308:"Popular Computing" 3211:David Toop (2000). 3002:The Daily Telegraph 2891:Morris, S. (2002). 2729:on November 5, 2011 2266:video game consoles 2157:Super Mario Bros. 3 2001:Concert. In Japan, 1760:Influences on music 1599:MTV Networks Europe 1570:Television channels 1544:Columbine shootings 1432:The Legend of Zelda 1182:The Daily Telegraph 1010:Rise of subcultures 963:Gosney argues that 924:improve the article 503:gameplay streamings 120:Social-network game 103:Electronic handheld 4167:Video game culture 4141:Strickland v. Sony 3946:Simulator sickness 3640:Video game culture 3194:, 2002, p. 44 3100:10.5817/cp2015-3-3 2906:Mäyrä, F. (2008). 2556:2018-02-19 at the 2298:role-playing games 2250:Interactive movies 2115:Sonic the Hedgehog 1492:Sonic the Hedgehog 1294: 1047:Violence narrative 795: 764:video game console 752:Real-time strategy 483:gaming conventions 427:Video game culture 294:Negative reception 255:Best-selling games 4154: 4153: 4150: 4149: 4091:Video game piracy 4074:Microtransactions 3566:Games and Culture 3487:978-0-307-80074-9 3417:OverClocked ReMix 3392:OverClocked ReMix 3336:Carlo Savorelli. 2514:Games and Culture 2317:on features like 2256:Interactive movie 2109:Detective Pikachu 2069:Alone in the Dark 2063:House of the Dead 1947:OverClocked ReMix 1780:self-titled album 1737:World of Warcraft 1456:World of Warcraft 1396: 1395: 1388: 1283: 1282: 1275: 1237:This section may 1161: 1160: 1153: 1124:quality standards 1115:This section may 956:). Exemplifying ' 945: 944: 880:virtual economies 875:League of Legends 869:World of Warcraft 793:LAN party in 2004 628:video game genres 596: 595: 588: 473:electronic sports 424: 423: 66:Arcade video game 32:Video-gaming clan 16:(Redirected from 4174: 4027: 3732:Ethnic Cleansing 3664:Custer's Revenge 3617: 3610: 3603: 3594: 3589: 3551: 3548: 3542: 3539: 3533: 3530: 3524: 3523: 3521: 3520: 3505: 3499: 3498: 3496: 3469: 3460: 3454: 3453: 3451: 3449: 3432: 3426: 3425: 3424: 3423: 3408: 3402: 3401: 3400: 3399: 3384: 3378: 3377: 3376: 3375: 3366:, archived from 3355: 3349: 3348: 3346: 3345: 3333: 3327: 3326: 3321: 3319: 3304: 3298: 3297: 3295: 3294: 3279: 3273: 3272: 3270: 3268: 3251: 3245: 3244: 3242: 3241: 3219:(3rd ed.). 3218: 3208: 3202: 3201: 3200: 3199: 3186: 3180: 3179: 3177: 3176: 3161: 3152: 3151: 3143: 3137: 3136: 3125: 3119: 3118: 3111: 3105: 3104: 3102: 3078: 3072: 3071: 3061: 3053: 3033: 3024: 3018: 3017: 3015: 3013: 2993: 2987: 2984: 2978: 2975: 2969: 2964:Flew, T (2005). 2962: 2953: 2950: 2939: 2938: 2918: 2912: 2911: 2903: 2897: 2896: 2888: 2882: 2879: 2873: 2869: 2860: 2857: 2851: 2848: 2835: 2834: 2832: 2831: 2816: 2810: 2809: 2807: 2806: 2791: 2785: 2782: 2776: 2773: 2764: 2763: 2761: 2760: 2745: 2739: 2738: 2736: 2734: 2725:. 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slang 782: 779: 774:Main article: 771: 768: 758:, card games, 696:Main article: 693: 690: 686:Global Village 662:Main article: 659: 656: 621:mobile devices 613:stigmatization 594: 593: 558:of the subject 556:worldwide view 551: 549: 542: 530: 527: 514: 511: 431:gaming culture 422: 421: 419: 418: 411: 404: 396: 393: 392: 389: 388: 383: 378: 373: 372: 371: 366: 356: 355: 354: 344: 343: 342: 337: 332: 321: 315: 310: 309: 306: 305: 302: 301: 296: 291: 290: 289: 284: 274: 269: 264: 263: 262: 252: 251: 250: 239: 234: 233: 230: 229: 226: 225: 220: 219: 218: 213: 203: 198: 193: 188: 183: 178: 177: 176: 165: 160: 159: 156: 155: 152: 151: 146: 145: 144: 139: 129: 124: 123: 122: 117: 107: 106: 105: 100: 90: 89: 88: 83: 78: 68: 62: 57: 56: 53: 52: 46: 45: 26: 24: 18:Gaming culture 14: 13: 10: 9: 6: 4: 3: 2: 4179: 4168: 4165: 4164: 4162: 4143: 4142: 4138: 4136: 4135: 4131: 4129: 4128: 4124: 4122: 4121: 4117: 4115: 4114: 4110: 4109: 4107: 4103: 4097: 4096:Skin gambling 4094: 4092: 4089: 4087: 4084: 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During the 1802: 1798: 1794: 1790: 1787: 1786: 1781: 1777: 1771: 1767: 1759: 1757: 1755: 1751: 1747: 1746: 1741: 1739: 1738: 1733: 1729: 1725: 1724: 1719: 1717: 1713: 1712: 1707: 1703: 1702: 1697: 1696: 1692: 1691: 1686: 1682: 1681: 1676: 1674: 1673: 1668: 1666: 1662: 1661: 1653: 1651: 1648: 1646: 1642: 1641: 1635: 1634: 1633:Art of Gaming 1630: 1626: 1622: 1616: 1613: 1611: 1607: 1602: 1600: 1596: 1592: 1590: 1589: 1584: 1579: 1577: 1569: 1566: 1558: 1556: 1554: 1553: 1547: 1545: 1541: 1540:Duke Nukem 3D 1537: 1536: 1531: 1527: 1526:Mortal Kombat 1523: 1519: 1515: 1514: 1513:Mortal Kombat 1509: 1508: 1502: 1500: 1499: 1494: 1493: 1488: 1487: 1482: 1481: 1476: 1475: 1474:Mortal Kombat 1470: 1469: 1464: 1463: 1458: 1457: 1452: 1451: 1446: 1445: 1440: 1439: 1434: 1433: 1428: 1427: 1422: 1421: 1416: 1415: 1414:Final Fantasy 1410: 1409: 1404: 1403: 1390: 1387: 1379: 1376:February 2019 1369: 1365: 1359: 1358: 1353:This section 1351: 1347: 1342: 1341: 1337: 1331: 1323: 1321: 1319: 1315: 1311: 1307: 1303: 1299: 1292: 1287: 1277: 1274: 1266: 1263:December 2014 1256: 1255: 1250: 1244: 1242: 1235: 1226: 1225: 1221: 1213: 1211: 1208: 1202: 1198: 1196: 1192: 1186: 1184: 1183: 1178: 1174: 1170: 1166: 1155: 1152: 1144: 1134: 1129: 1125: 1121: 1120: 1113: 1104: 1103: 1099: 1095: 1089: 1081: 1079: 1077: 1076: 1070: 1067: 1062: 1058: 1054: 1046: 1044: 1037: 1035: 1031: 1029: 1022: 1020: 1016: 1009: 1007: 1002: 994: 992: 990: 989: 983: 982: 976: 974: 970: 966: 961: 959: 955: 949: 939: 936:November 2016 929: 925: 919: 917: 912:This section 910: 901: 900: 894: 892: 888: 885: 881: 877: 876: 871: 870: 865: 860: 856: 854: 850: 846: 842: 838: 834: 830: 825: 817: 815: 811: 809: 805: 802:, as well as 801: 792: 787: 780: 777: 769: 767: 765: 761: 757: 753: 748: 745: 742: 739: 737: 733: 729: 728: 722: 719: 715: 711: 705: 699: 692:Online gaming 691: 689: 687: 683: 679: 675: 670: 665: 657: 655: 653: 649: 645: 644: 639: 638: 633: 629: 624: 622: 618: 614: 609: 608:home computer 605: 601: 590: 587: 579: 569: 565: 559: 557: 550: 541: 540: 536: 528: 526: 523: 521: 512: 510: 508: 504: 500: 499:gaming system 496: 492: 488: 484: 480: 479: 474: 470: 466: 462: 458: 457:casual gaming 454: 453: 447: 445: 441: 436: 432: 428: 417: 412: 410: 405: 403: 398: 397: 395: 394: 387: 384: 382: 379: 377: 374: 370: 367: 365: 362: 361: 360: 357: 353: 350: 349: 348: 345: 341: 338: 336: 333: 331: 328: 327: 325: 322: 320: 317: 316: 313: 308: 307: 300: 297: 295: 292: 288: 285: 283: 280: 279: 278: 275: 273: 270: 268: 265: 261: 258: 257: 256: 253: 249: 246: 245: 244: 241: 240: 237: 232: 231: 224: 221: 217: 214: 212: 209: 208: 207: 204: 202: 199: 197: 194: 192: 189: 187: 184: 182: 179: 175: 172: 171: 170: 167: 166: 163: 158: 157: 150: 147: 143: 140: 138: 135: 134: 133: 130: 128: 125: 121: 118: 116: 113: 112: 111: 108: 104: 101: 99: 96: 95: 94: 91: 87: 84: 82: 79: 77: 74: 73: 72: 69: 67: 64: 63: 60: 55: 54: 51: 47: 43: 39: 38: 33: 19: 4139: 4132: 4125: 4118: 4111: 4054:Shutdown law 3902:banned games 3873: 3849:online games 3804: 3778: 3766: 3758: 3744: 3737: 3730: 3723: 3716: 3711:JFK Reloaded 3709: 3702: 3697:The Guy Game 3695: 3688: 3676: 3669: 3662: 3655: 3639: 3569: 3565: 3546: 3537: 3528: 3517:. 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Index

Gaming culture
Video-gaming clan

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
Casual
Puzzle
Role-playing
Simulation

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