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Author Paul, Christopher A., author.

Title The toxic meritocracy of video games : why gaming culture is the worst / Christopher A. Paul.

Publication Info. Minneapolis : University of Minnesota Press, [2018]
©2018

Copies

Location Call No. OPAC Message Status
 Axe 2nd Floor Stacks  794.8 P281t 2018    ---  Available
1 copy being processed for Axe Acquisitions Order.
Description 245 pages ; 22 cm
text txt rdacontent
unmediated n rdamedia
volume nc rdacarrier
Occupation/field of activity group: occ University and college faculty members lcdgt
Gender group: gdr Men lcdgt
Summary 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. -- From back cover.
Bibliography Includes bibliographical references (pages 183-225), gameography (pages 227-233) and index.
Contents Introduction: Growing up gamer -- Leveling up in life: how meritocracy works in society -- A toxic culture: studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill: from World of Warcraft to Kim Kardashian: Hollywood -- Learning from others -- Conclusion: An obligation to do better.
Subject Video games -- Social aspects.
Merit (Ethics) -- Social aspects.
Video gamers -- Psychology.
Video games -- Social aspects. (OCoLC)fst01166440
Added Title Why gaming culture is the worst
ISBN 9781517900403 (hardback ; alk. paper)
1517900409 (hardback ; alk. paper)
9781517900410 (paperback ; alk. paper)
1517900417 (paperback ; alk. paper)

 
    
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