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Johnson, Mark R. and Woodcock, Jamie
(2017).
DOI: https://doi.org/10.1177/0725513616689399
Abstract
This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.
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About
- Item ORO ID
- 68717
- Item Type
- Journal Item
- ISSN
- 0725-5136
- Keywords
- aesthetics; competition; cyberculture; esports; play; streaming
- Academic Unit or School
-
Faculty of Business and Law (FBL) > Business > Department for People and Organisations
Faculty of Business and Law (FBL) > Business
Faculty of Business and Law (FBL) - Copyright Holders
- © 2017 The Author(s)
- Related URLs
- Depositing User
- Jamie Woodcock