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Book Synopsis
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.

Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning.

Penix-Tadsen focuses first on how culture uses games, look

Cultural Code Video Games and Latin America The

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A Hardback by Phillip Penix-Tadsen


    View other formats and editions of Cultural Code Video Games and Latin America The by Phillip Penix-Tadsen

    Publisher: MIT Press Ltd
    Publication Date: 12/02/2016
    ISBN13: 9780262034050, 978-0262034050
    ISBN10: 0262034050

    Description

    Book Synopsis
    How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.

    Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning.

    Penix-Tadsen focuses first on how culture uses games, look

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