IV Congress of CiberSociety 2009. Analog crisis, digital future

Topic D - Culture

Work Team D-49: Videogames and digital leisure

Communications

Initial questions

Are video games a form of art? Video games as a creation (creators, artists, trends, ludology, story line)

Could video games be consider as an educational, therapeutic or communication tool?

Video games as a tool (Therapeutic, educational uses, communication)

The videogames are a commercial phenomenon of great impact. Are they different from other commodities? What are the peculiarities or characteristics of this industry? Videogames as a product (trade, marketing, industry, business platforms).

What is the social impact of the videogames? Videogames as a social phenomenon (types of relationships, group identity formation, excessive use and addiction).

Work Group description

We will analyze the impact and implications of the video games in our society. More specifically, the roles that video games play in the culture, the economy, the politic, the art, the academy and the health.

Actually, the unprecedented technological advances and the video game consumer heterogeneity required the meticulous study of the video games. The similarities between the video games and the cinema, particularly in the use of the language and as a leisure tool required the study of the video games from different perspectives, such as narratology, cognitive studies, representational theories, motivational theories, psychological theories and ludology.(According to Mark J. P. Wolf, Bernard Perron).

Categories:

Video games as a creation (creators, artists, trends, ludology, story line)
Art and video games: Game Art, Machiminia, etc
New interactive and fictional narratives
Video games evolution and history
Study of the video games and characteristics, etc
Video game's structural characteristics
Philosophy of the video games, ludology
Pro-consumer in the video games. Video games contain created by the user.

Video games as a tool (education, therapy, communication)
Video games in the school, in the university in the companies, etc
Educative platforms
Therapeutic use of the video games

Video games as a product (commerce, marketing, industry, business)
Marketing in the video games
Virtual business. virtual economy. Real Trade Money (RTM), prediction markets.
The actual and the future market of the video games

Video games as a social phenomenon (types of relationships, individual and group identity formation, excessive use and addiction
Anxieties, controversies and polemics about video game playing.
Virtual identities
Social representations and sexuality
Metabodies, body and gender
Socialization in the video games
Adoption and use of the video games
Flow and immersion through video games (time lost, virtual presences).
Online and offline video games.