[Cu46] Videogames

AUTHOR: Marcos Zotes López

Videogame player
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Early videogame
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CROSSLINKS:

Database:
[047] [048]
Prototypes:
[CRO]
Scenario Games: Action Plan: External:

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ACTORS/AGENTS
Designers, artists, programmers, musicians
Local and global communities 
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DESCRIPTION
Videogames can be used to educate and inform both children and adults, sometimes in an attempt to influence their behaviour. When gaming joined up with the internet the possibilities for adventure and escape went global. Games have already made the transfer from TVs to PCs to mobiles and PDAs. By exploiting new satellite navigation networks, mobile gaming is literally taking to the streets as players follow clues on their sat-nav-guided mobiles to explore a fantasy universe overlaid on real-world locations.
A £1,000,000,000 global business, videogames are the fastest-growing entertainment industry in the world and the UK is up there with Japan and the USA as a key player. Brits spend more on gaming than on the cinema or renting videos and in 2005 over 22,000 people made their living from the UK’s gaming passion.
The increasingly “interactive” society demands interactive entertainment and, as the cultural credibility of games improves, they will replace other media to become the dominant leisure activity of our wired society. Videogame culture has already influenced other forms of culture such as fine art, music, cinema, graphic design, manga or fashion, proofing its relevance in culture at large. In diverse economies of scale, pop media network globally and locally, influencing each other in every sphere of society. From user-created game levels and avatars to grass-roots online game fan communities to the cultures of hacks and mods, the subcultures of games are incredibly rich.
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RESEARCH AGENDA