![]() Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon.
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