Towards more responsible representational practices in games

Ida Kathrine Hammeleff Jørgensen

Research output: Other contributionNet publication - Internet publicationCommunication

Abstract

ow we talk about a medium reveals a lot about who we consider its target audience or user and what purposes we attribute to their engagement with the medium. The public discourse on digital games in both Europe and North America, have for many years been characterized by the idea, that digital games was, roughly speaking, for young, teenage boys, who spend hours upon hours painted by the luminescence of the computer screen and immersed in mindless entertainment. This was of course never true.
Original languageEnglish
Publication date10 Feb 2022
Place of PublicationKorea
PublisherGame Generation
Edition02
Volume04
Publication statusPublished - 10 Feb 2022

Keywords

  • Digital Games Discourse
  • Audience Perception
  • Gaming Stereotypes
  • Media Engagement
  • Cultural Representation in Gaming

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