Description

Book Synopsis

An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it

Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations.

In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.

The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.



Trade Review

"Christopher A. Paul is an incisive critic, and The Toxic Meritocracy of Video Games is essential reading for researchers, industry professionals, and players trying to make sense of gaming's culture wars."—Carly A. Kocurek, author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade


"Paul offers a compelling and carefully supported argument to deconstruct and reconsider meritocracy in video game culture. An engaging read."—CHOICE

"This is a carefully considered book that shines a much-needed light on the toxicity of video game culture and presents some earnest suggestions for how to reform it and the games that inspire it." —First Person Scholar



Table of Contents

Introduction: Growing Up Gamer
1. Leveling Up in Life: How Meritocracy Works in Society
2. A Toxic Culture: Studying Gaming’s Jerks
3. Coding Meritocracy: Norms of Game Design and Narrative
4. Judging Skill: From World of Warcraft to Kim Kardashian: Hollywood
5. Learning from Others
Conclusion: An Obligation to Do Better
Acknowledgments
Notes
Gameography
Index

The Toxic Meritocracy of Video Games: Why Gaming

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£28.09

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Order before 4pm today for delivery by Tue 6 Jan 2026.

A Paperback / softback by Christopher A. Paul

10 in stock


    View other formats and editions of The Toxic Meritocracy of Video Games: Why Gaming by Christopher A. Paul

    Publisher: University of Minnesota Press
    Publication Date: 20/02/2018
    ISBN13: 9781517900410, 978-1517900410
    ISBN10: 1517900417

    Description

    Book Synopsis

    An avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it

    Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations.

    In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.

    The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.



    Trade Review

    "Christopher A. Paul is an incisive critic, and The Toxic Meritocracy of Video Games is essential reading for researchers, industry professionals, and players trying to make sense of gaming's culture wars."—Carly A. Kocurek, author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade


    "Paul offers a compelling and carefully supported argument to deconstruct and reconsider meritocracy in video game culture. An engaging read."—CHOICE

    "This is a carefully considered book that shines a much-needed light on the toxicity of video game culture and presents some earnest suggestions for how to reform it and the games that inspire it." —First Person Scholar



    Table of Contents

    Introduction: Growing Up Gamer
    1. Leveling Up in Life: How Meritocracy Works in Society
    2. A Toxic Culture: Studying Gaming’s Jerks
    3. Coding Meritocracy: Norms of Game Design and Narrative
    4. Judging Skill: From World of Warcraft to Kim Kardashian: Hollywood
    5. Learning from Others
    Conclusion: An Obligation to Do Better
    Acknowledgments
    Notes
    Gameography
    Index

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