Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Cultural Code

View through CrossRef
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
The MIT Press
Title: Cultural Code
Description:
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers.
An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency.
For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences.
In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America.
Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning.
Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development.
Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest).
He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.

Related Results

ANALISIS ALIH KODE DAN CAMPUR KODE PADA FILM “SANG PRAWIRA EPISODE I DAN EPISODE II” KARYA ONET ADITHIA RIZLAN
ANALISIS ALIH KODE DAN CAMPUR KODE PADA FILM “SANG PRAWIRA EPISODE I DAN EPISODE II” KARYA ONET ADITHIA RIZLAN
This study of code switching and code mixing analysis in the film "Sang Prawira Episode I and Episode II" by Onet Adithia Rizlan aims to determine code switching and code mixing se...
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
The National Cultural Policy Discussion Paper—drafted to assist the Australian Government in developing the first national Cultural Policy since Creative Nation nearly two decades ...
Design of Malicious Code Detection System Based on Binary Code Slicing
Design of Malicious Code Detection System Based on Binary Code Slicing
<p>Malicious code threatens the safety of computer systems. Researching malicious code design techniques and mastering code behavior patterns are the basic work of network se...
Alih Kode Dan Campur Kode Dalam Interaksi Masyarakat Terminal Motabuik Kota Atambua
Alih Kode Dan Campur Kode Dalam Interaksi Masyarakat Terminal Motabuik Kota Atambua
This research aims to describe the use of language in community interactions at the Motabuik terminal, Atambua City. The use of language in question is the form and function of cod...
Mobile Code and Security Issues
Mobile Code and Security Issues
Over the years, computer systems have evolved from centralized monolithic computing devices supporting static applications, into client-server environments that allow complex forms...
Mobile Code and Security Issues
Mobile Code and Security Issues
Over the years, computer systems have evolved from centralized monolithic computing devices supporting static applications, into client-server environments that allow complex forms...

Back to Top