Cheating: Gaining Advantage in Videogames

Cheating Gaining Advantage in Videogames The author presents a cultural history of digital gameplay that investigates a wide range of player behaviour including cheating and its relationship to the game industry

The author presents a cultural history of digital gameplay that investigates a wide range of player behaviour, including cheating, and its relationship to the game industry.

  • Best Read [Mia Consalvo] ô Cheating: Gaining Advantage in Videogames || [Contemporary Book] PDF ✓
    Mia Consalvo
  • thumbnail Title: Best Read [Mia Consalvo] ô Cheating: Gaining Advantage in Videogames || [Contemporary Book] PDF ✓
    Posted by:Mia Consalvo
    Published :2018-03-11T19:40:07+00:00

One thought on “Cheating: Gaining Advantage in Videogames

  1. Steph Orme

    In "Cheating," Consalvo traces how gaming industries such as gaming magazines and strategy guides play a role in shaping the "ideal" gamer. She introduces the concept of "gaming capital" (inspired by cultural theorist Pierre Bourdieu's cultural capital) to refer to the cultivation of a vibrant, economically viable gamer culture. Through her analysis of gaming industries, she demonstrates how gaming capital - in-depth knowledge about certain aspects of gaming culture - is transmitted via paratext [...]

  2. Sanalith

    I read this book for work, mainly because we have (as far as I know) the country's most comprehensive collection of video game strategy guides available to the public. The author talks about various forms of cheating in both single and multiplayer games, and gives examples as to why people cheat. The most interesting part for me was the idea that what defines cheating is almost completely individual. Once person may think relying on anything other than the game and one's own mind is cheating, wh [...]

  3. John Carter McKnight

    Outstanding, readable work, an excellent multi-faceted analysis of cheating that includes issues of governance, power relations and economic factors beyond a core approach of games-as-texts. The only thing in the way of a 5-star rating is the author's relegation of player-created media to a few pages at the end. Her thesis is that a "paratextual industry" of corporate content producers is shaping gameplay - which requires her to neglect the power of user-created content.Given that the experience [...]

  4. Mjhancock

    Consalvo takes a cultural studies approach to examining cheating in video games. Her paper really covers a lot of ground: there's everything from the early Nintendo Power magazines to GameFAQS. The only omission I fault her on is a lack of attention to mods and user-generated alterations in the early PC years; it seems like an unfortunate absence, especially given her "cultural capital" focus and the rather complex body of gaming capital found in the mod scene. The book is written at a very acce [...]

  5. Renee

    Another "for class" book, however I really enjoyed this book. This was an interesting analysis of cheating from many different perspectives.

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