Journal Browser
Open Access Journal Article

Video Games as Cultural Artifacts and Social Phenomena

by Sarah Smith 1,*
1
Sarah Smith
*
Author to whom correspondence should be addressed.
Received: 25 August 2023 / Accepted: 21 September 2023 / Published Online: 23 October 2023

Abstract

The title "Video Games as Cultural Artifacts and Social Phenomena" reflects the multifaceted nature of video games as both cultural creations and societal influences. This paper explores the interplay between video games and culture, highlighting their role as significant artifacts that reflect and shape societal norms, values, and beliefs. It argues that video games are not merely sources of entertainment but are deeply embedded in the cultural fabric of modern society. The analysis delves into the historical development of video games, examining how they have evolved from simple entertainment to complex narratives that reflect the diversity of human experience. Furthermore, the paper examines the social phenomena associated with video games, including the formation of gaming communities, the impact of gaming on social interactions, and the debates surrounding the effects of gaming on mental health. It concludes that video games are a powerful medium of expression and communication that warrants serious consideration within the fields of cultural studies and social sciences.


Copyright: © 2023 by Smith. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (Creative Commons Attribution 4.0 International License). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Cite This Paper
APA Style
Smith, S. (2023). Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies, 5(2), 43. doi:10.69610/j.fcmics.20231023
ACS Style
Smith, S. Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies, 2023, 5, 43. doi:10.69610/j.fcmics.20231023
AMA Style
Smith S. Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies; 2023, 5(2):43. doi:10.69610/j.fcmics.20231023
Chicago/Turabian Style
Smith, Sarah 2023. "Video Games as Cultural Artifacts and Social Phenomena" Frontiers of Creative Media Industries and Cultural Studies 5, no.2:43. doi:10.69610/j.fcmics.20231023

Share and Cite

ACS Style
Smith, S. Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies, 2023, 5, 43. doi:10.69610/j.fcmics.20231023
AMA Style
Smith S. Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies; 2023, 5(2):43. doi:10.69610/j.fcmics.20231023
Chicago/Turabian Style
Smith, Sarah 2023. "Video Games as Cultural Artifacts and Social Phenomena" Frontiers of Creative Media Industries and Cultural Studies 5, no.2:43. doi:10.69610/j.fcmics.20231023
APA style
Smith, S. (2023). Video Games as Cultural Artifacts and Social Phenomena. Frontiers of Creative Media Industries and Cultural Studies, 5(2), 43. doi:10.69610/j.fcmics.20231023

Article Metrics

Article Access Statistics

References

  1. Burbules, N. C., & Callister, T. A. (2000). Watch IT: The Risks and Promises of Information Technologies for Education. Westview Press.
  2. Rheingold, H. (1993). The Virtual Community: Homesteading on the Electronic Frontier. Addison-Wesley.
  3. Keogh, B. (2003). The Game Studies Reader. Routledge.
  4. Bogost, I. (2006). The Art of Failure: An Essay on the Value of Video Games. MIT Press.
  5. Yee, N. (2005). The Psychology of Video Games. Cambridge University Press.
  6. Taylor, T. L. (2006). The Virtual Self: How Our Lives Are Shaped by the Internet. University of Chicago Press.
  7. Anderson, C. A., & Dill, K. E. (2001). Violent Video Games and Aggressive Behavior: A Meta-Analytic Review. Psychological Science, 12(3), 222-228.
  8. McGonigal, J. (2008). Gaming and the Brain: The Science of Digital Game Design. Plume.
  9. Rouse, R. (2007). The Nature of the Narrative: Storytelling in Video Games. MIT Press.
  10. McGonigal, J. (2010). The Nature of the Narrative: Storytelling in Video Games. MIT Press.