Online games

Consuming experiences and interacting in virtual worlds

Authored by: Marlon Dalmoro , João Pedro dos Santos Fleck , Carlos Alberto Vargas Rossi

The Routledge Handbook of Digital Consumption

Print publication date:  September  2022
Online publication date:  September  2022

Print ISBN: 9781032329598
eBook ISBN: 9781003317524
Adobe ISBN:

10.4324/9781003317524-37

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Abstract

The digital phenomenon changed how people play games, provoking significant changes in the consumer experience that go beyond video game devices. In this chapter, we provide an overview of video games as a form of digital consumption. Exploring key theoretical debates about games studies and digital consumption, we describe online games as a continuous and fascinating process of the gamer subject formation and consumer culture constitution. We present the constitution of online games as a category of consumption, describing video games as a particular type of play and entertainment. Later, we propose a multidimensional model describing the gamer’s subject position face the game structure and the cultural universe produced in this interaction. This model describes a micro-individual and subjective dimension of playful experience and a macro-cultural dimension of cultural texts and communitarian actions. Lastly, we discuss how video games are an icon of digital consumption and indicate suggestions for further studies.

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