Description

Book Synopsis

AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play.

Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible in play-space, showcasing a new way of seeing and understanding how play is enabled and how the player forms an understanding of themselves by it. How does the player form their sense of self in the videogame? What level of agency does the player have? How are AAA videogames consumed and what is the extent of the corruption of play?

Offering a timely level-up to the existing critical work on videogames, McMahon’s revelations that play in AAA videogames does not often occur under ideal conditions due to the influence of neoliberal ideology are a captivating read for communication and media scholars interested in videogames. Understanding that play should be a core activity, and a natural barrier to market and economic logics, McMahon sets the scene for equipping us to understand how the process of neo liberalisation can be resisted.



Table of Contents

Introduction
Chapter 1. Play
Chapter 2. Neoliberalism
Chapter 3. Cognitive Mapping
Chapter 4. Identity
Chapter 5. Agency
Chapter 6. Consumption
Conclusions

The Corruption of Play: Mapping the Ideological

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    A Hardback by Christopher McMahon

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      View other formats and editions of The Corruption of Play: Mapping the Ideological by Christopher McMahon

      Publisher: Emerald Publishing Limited
      Publication Date: Publication Date: 13/10/2022
      ISBN13: 9781801177375, 978-1801177375
      ISBN10: 1801177376

      Description

      Book Synopsis

      AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play.

      Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible in play-space, showcasing a new way of seeing and understanding how play is enabled and how the player forms an understanding of themselves by it. How does the player form their sense of self in the videogame? What level of agency does the player have? How are AAA videogames consumed and what is the extent of the corruption of play?

      Offering a timely level-up to the existing critical work on videogames, McMahon’s revelations that play in AAA videogames does not often occur under ideal conditions due to the influence of neoliberal ideology are a captivating read for communication and media scholars interested in videogames. Understanding that play should be a core activity, and a natural barrier to market and economic logics, McMahon sets the scene for equipping us to understand how the process of neo liberalisation can be resisted.



      Table of Contents

      Introduction
      Chapter 1. Play
      Chapter 2. Neoliberalism
      Chapter 3. Cognitive Mapping
      Chapter 4. Identity
      Chapter 5. Agency
      Chapter 6. Consumption
      Conclusions

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