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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Main Author: Clemens Reisner
Format: Article
Language:English
Published: Taylor & Francis Group 2016-12-01
Series:Cogent Arts & Humanities
Subjects:
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.
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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