Bad Object 2.0: Games and Gamers

Games of the 2000s

Regardless 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.

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