Bad Object 2.0: Games and GamersMain MenuIntroductionBad Object 1.0: TelevisionHollywood's critique of TVGames of the 1970sThe earliest depictions of video games on filmGames of the 1980sExperimentation and dispensationGames of the 1990sCultural anxieties and responsesCounter-currentsExceptions and reconfigurationsMedia ChronologyA chronological gallery of all media included in this projectSteve Anderson3e015d75989f7e2d586f4e456beb811c3220a805G|A|M|E Journal
Games of the 2000s
12014-09-03T09:46:59-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805302520plain2014-09-04T14:39:36-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805Regardless of how you calculate the relative profits of the film and games industries, a crossover point was reached sometime in the first decade of the 21st century, after which games were understood to economically outperform the film and television industries combined. At the same time, the image of games in popular culture has been subjected to continuing critiques in terms of their potentially deleterious effects on social behavior, especially among children. This path offers an overview of the most common tropes to emerge in the cinematic and televisual critiques of games during the 2000s, focusing on three general areas of concern: violence, sexuality and social normativity.
Contents of this path:
12014-09-04T14:21:52-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805Games and violence3plain2014-09-04T14:31:14-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805
12014-09-04T14:25:05-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805Sexual Repression and Games5plain2014-09-04T14:54:08-07:00Steve Anderson3e015d75989f7e2d586f4e456beb811c3220a805