cybercafés

New entry in the Digiplay Games Research Bibliography:

Apperley,Thomas Hugh (2007)
Uses and Gratifications of New Media

Image of booksUsing a case study of Grand Theft Auto 3: Vice City, this chapter examines the cultural context of videogame consumption in Caracas, Venezuela in Summer 2005. Using data gathered through ethnographic fieldwork, participant observation and interviews over that period, it analyzes the features of Vice City that made it the most frequently played single player game in Internet cafés. We argue that it is not so much the game’s graphic or narrative elements, but its flexibility in terms of styles and approaches to play that led to it becoming a standard feature of Venezuelan gaming life. The game caters to the requirements of the intense social space of offline interactions within the Internet café and supersedes the limitations and difficulties imposed by various social, economic and technological factors affecting the game playing audience in Venezuela. Read more...

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