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 language | English |
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Publication date | 10 Feb 2022 |
Place of Publication | Korea |
Publisher | Game Generation |
Edition | 02 |
Volume | 04 |
Publication status | Published - 10 Feb 2022 |
Keywords
- Digital Games Discourse
- Audience Perception
- Gaming Stereotypes
- Media Engagement
- Cultural Representation in Gaming