Games of Empire

Global Capitalism and Video Games

English language

Published Nov. 7, 2009 by University of Minnesota Press.

ISBN:
978-0-8166-6610-2
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5 stars (1 review)

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.

In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.

Games of Empire forcefully connects video games to real-world concerns …

1 edition

reviewed Games of Empire by Nick Dyer-Witheford (Electronic mediations -- 29)

Review of 'Games of empire' on Goodreads

5 stars

1) "Inhabitants of Second Life are, in other words, class-divided, property-owning, commodity-exchanging, currency-trading, networking, energy-consuming subjects of a comprehensively capitalist order. Welcome to your second life---much like the first."

2) "Virtual games are exemplary media of Empire. They crystallize in a paradigmatic way its constitution and its conflicts. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois personality required by mercantile colonialism (but also capable of criticizing it), and just as twentieth-century cinema and television were integral to industrial consumerism (yet screened some of its darkest depictions), so virtual games are media constitutive of twenty-first-century global hypercapitalism and, perhaps, also lines of exodus from it."

3) "Robinett's addition to Atari's Adventure is legendary in game culture as the first 'Easter egg,' a secret feature designed into a game awaiting player discovery. Such surprises soon became a staple feature in game design. That they originated in an act …

Subjects

  • Video games -- Social aspects
  • Video games -- Economic aspects
  • Capitalism -- Social aspects
  • Imperialism -- Social aspects