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Towards more responsible representational practices in games

    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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