Games of Empire: Global Capitalism and Video Games

Games of Empire Global Capitalism and Video Games In the first decade of the twenty first century video games are an integral part of global media culture rivaling Hollywood in revenue and influence No longer confined to a subculture of adolescent

  • Title: Games of Empire: Global Capitalism and Video Games
  • Author: Nick Dyer-Witheford Greig de Peuter
  • ISBN: 9780816666119
  • Page: 316
  • Format: Paperback
  • In the first decade of the twenty first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence No longer confined to a subculture of adolescent males, video games today are played by adults around the world At the same time, video games have become major sites of corporate exploitation and military recruitment.In GaIn the first decade of the twenty first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence No longer confined to a subculture of adolescent males, video games today are played by adults around the world At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty first century hypercapitalist complex theorized by Michael Hardt and Antonio Negri The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

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      Posted by:Nick Dyer-Witheford Greig de Peuter
      Published :2020-06-07T20:45:59+00:00

    About " Nick Dyer-Witheford Greig de Peuter "

  • Nick Dyer-Witheford Greig de Peuter

    Nick Dyer-Witheford Greig de Peuter Is a well-known author, some of his books are a fascination for readers like in the Games of Empire: Global Capitalism and Video Games book, this is one of the most wanted Nick Dyer-Witheford Greig de Peuter author readers around the world.

  • 268 Comments

  • A lot of good material despite the leftist/pomo rhetoric and posturing. The analysis of the Grand Theft Auto games was particularly valuable. Excessive use of secondary and dated sources, I found.


  • I wish I had read this book when I was doing my PhD thesis: because concepts such as 'immaterial labour'; 'cognitive capitalism'; the 'cognitariat' would have been very handy indeed while I was searching for ways to describe the new class.This book is difficult but very much worth reading about the broader implications of a creative medium (video gaming) that is of growing social and cultural significance. The new Greek Finance Minister Yanis Varofakis has worked of a video game chief economist, [...]


  • Nick Dyer-Witheford lays out the problematic elements of the game industry very eloquently in this book. The overwhleming themes of violence and capital in gaming don't just lead to a repetitive experience for gamers, they hint at a much seedier element that normalizes war and materialism. Some of my own favorite games are guilty of using these themes. I would hope game designers would read this book and take another, critical look at the games they are letting into the market. Oh course, as we [...]


  • 1) "Inhabitants of Second Life are, in other words, class-divided, property-owning, commodity-exchanging, currency-trading, networking, energy-consuming subjects of a comprehensively capitalist order. Welcome to your second life---much like the first."2) "Virtual games are exemplary media of Empire. They crystallize in a paradigmatic way its constitution and its conflicts. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois personality required by mercantile col [...]


  • I had this book for years and slowly made my way through it. Taking something really fun (video games) and mixing it with something interesting but not very fun (critical theory) does not make for a breezy read. Nevertheless I would recommend it to anyone interested in critical analysis of digital games, game culture and game industry. The authors' analysis of the global context of Grand Theft Auto and World of Warcraft are both expert and revealing.



  • Cool history of Military programs like ARPANET and game production history. Useful. Uses autonomists' concepts for much of its analysis.


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