On the media practice of highscoring
This article aims to demonstrate that the introduction of highscores resulted in a distinct way of playing videogames that also provides a useful figure to understand socioeconomic developments of the 1980s. Using the theoretical concept of media practice it describes how highscoring has emerged fro...
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Format: | Article |
Language: | English |
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Taylor & Francis Group
2016-12-01
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Series: | Cogent Arts & Humanities |
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Online Access: | http://dx.doi.org/10.1080/23311983.2016.1210277 |
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author | Clemens Reisner |
author_facet | Clemens Reisner |
author_sort | Clemens Reisner |
collection | DOAJ |
description | This article aims to demonstrate that the introduction of highscores resulted in a distinct way of playing videogames that also provides a useful figure to understand socioeconomic developments of the 1980s. Using the theoretical concept of media practice it describes how highscoring has emerged from the infrastructural prerequisites of arcade gaming. The article will furthermore demonstrate that elements of highscoring can also be found in other social domains such as fitness and the financial economy where during the 1980s computer technology increasingly was employed. The article hence aims at delineating highscoring as a media practice that gives us a framework to look at similar developments in other social domains during the same time and is as such part of the genealogy of gamification. |
first_indexed | 2024-12-21T14:24:36Z |
format | Article |
id | doaj.art-e9c6497a721a4f4cbb57a63665cfc1b6 |
institution | Directory Open Access Journal |
issn | 2331-1983 |
language | English |
last_indexed | 2024-12-21T14:24:36Z |
publishDate | 2016-12-01 |
publisher | Taylor & Francis Group |
record_format | Article |
series | Cogent Arts & Humanities |
spelling | doaj.art-e9c6497a721a4f4cbb57a63665cfc1b62022-12-21T19:00:42ZengTaylor & Francis GroupCogent Arts & Humanities2331-19832016-12-013110.1080/23311983.2016.12102771210277On the media practice of highscoringClemens Reisner0University of SiegenThis article aims to demonstrate that the introduction of highscores resulted in a distinct way of playing videogames that also provides a useful figure to understand socioeconomic developments of the 1980s. Using the theoretical concept of media practice it describes how highscoring has emerged from the infrastructural prerequisites of arcade gaming. The article will furthermore demonstrate that elements of highscoring can also be found in other social domains such as fitness and the financial economy where during the 1980s computer technology increasingly was employed. The article hence aims at delineating highscoring as a media practice that gives us a framework to look at similar developments in other social domains during the same time and is as such part of the genealogy of gamification.http://dx.doi.org/10.1080/23311983.2016.1210277highscorevideogames1980smedia practicevideo games in the 1980s |
spellingShingle | Clemens Reisner On the media practice of highscoring Cogent Arts & Humanities highscore videogames 1980s media practice video games in the 1980s |
title | On the media practice of highscoring |
title_full | On the media practice of highscoring |
title_fullStr | On the media practice of highscoring |
title_full_unstemmed | On the media practice of highscoring |
title_short | On the media practice of highscoring |
title_sort | on the media practice of highscoring |
topic | highscore videogames 1980s media practice video games in the 1980s |
url | http://dx.doi.org/10.1080/23311983.2016.1210277 |
work_keys_str_mv | AT clemensreisner onthemediapracticeofhighscoring |