Video Games and Culture
Think about it. Video games, once seen as a subculture of media or games, have exploded into a full blown industry. What were once viewed as niche, youthful and as a pastime are now entrenched in everyday communication.
While video games are certainly not “new” by any means, the market has grossed more sales than the music and film industries within the last two years. Video games are more accessible than ever: financially, linguistically, tangibly, audibly, visually and mentally. They are introduced to children as young as a few months on independent and smart devices. If you can’t imagine all of this, think about how pervasive video games are in society. Mario, Pikachu, Sonic, “Finish him!”, Lara Croft, “pwned”, COD, rosebud, “You have died of dysentery.”, Black Mages, n00bs, Minecraft, Madden, Triforce...you have to have heard some (or all) of these!
In addition to cultural impact, consider the global market. Consoles, devices, games, accessories and platforms are created and streamed by millions across the world. Thanks to translation, localization, marketing and social media, the potential for video game success isn’t limited by any means.
This week I’ll touch on the intersection of video games and culture. Are you ready?
Image description: Allison is sitting on a coach in a basement full of video game consoles and games. She is playing the 1992 game “Contra III” on Super Nintendo (and losing).
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