The recent acquisition is the largest in video game history. Here’s what it will mean for players, developers and the future of video gaming
The toxic culture in video game company Activision Blizzard is part of the larger problem of sexual harassment in esports.
Cameron Baird/Red Bull Content Pool
Sexual harassment and discrimination in gaming and tech are not inevitable or permanent, write experts in the field. The solutions are positive community standards and women in power.
Video games are part of a multibillion-dollar industry in which lucrative employment opportunities abound.
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A former video game executive offers advice on how to land a job in the industry.
Computer Space was innovative, but how was it to play?
The game that launched today’s massive video game industry was not a roaring success. The oft-told story of why turns out to be off the mark.
There’s nothing inherently male about playing video games. Videogame culture, on the other hand, is decidedly anti-female.
Sexual harassment and discrimination in gaming and tech is not inevitable or permanent, write experts in the field. The solutions are positive community standards and women in power.
Online gaming communities can provide companionship and social stimulation.
Video games are a fun diversion, but they can also build connections and help address feelings of isolation and loneliness.
Musical scores for video game play utilise some traditional elements of composition but apply the latest technology.
Creators of video game sound scores have more in common with classical composers than you might think - and they create dynamic sounds and music that cleverly respond to play.
A screenshot from survival videogame DayZ.
The Australian Classification Board has “refused classification” for at least four videogames in recent months. Such bans show the introduction of an R18+ classification was not a win for players.
What causes a media business to bar the door?
While they may talk about ‘free speech,’ businesses make decisions about their content based on a very different set of principles.
In ‘Big Huggin,’ players control the action by giving affection to a teddy bear controller.
Game by Lindsay Grace; Photo by Stacey Stormes
Readers read, viewers watch and players do. That level of engagement gives games real power to influence people both within and outside the play itself.
Seeking to make stories that surround us.
'Screen,' by Noah Wardrip-Fruin, Robert Coover, Shawn Greenlee, Andrew McClain, and Ben "Sascha" Shine
People want video games and interactive experiences that help them explore deep and meaningful themes, such as creating family, valuing diversity and living responsibly.
Videogaming’s rich cultural history is already being lost. We need to do more to save it.
How did we go from videogames played in bedrooms to watching live in front of an audience of millions?
Parents could certainly do more to be aware of what their children are playing. But threatening letters are unlikely to help.
Are these assaults ‘simply part of the game’ or a disturbing and unwelcome development?
Are video games societal microcosms wherein deviant behaviour flourishes and spills into “real life”? Or are they just harmless fun in which nobody really gets hurt? This endless debate usually concerns…