Monday, November 10, 2014

Stephen Kline “The New Cyber-City: The Interactive Game Industry in the New Millennium” - Article Report

The article I read for my blog post was Stephen Kline “The New Cyber-City: The Interactive Game Industry in the New Millennium,” Digital Play: The Interaction of Technology, Culture, and Marketing (2003). It focused on how the game industry has emerged and is changing, by specifically highlighting the platform oligopolies, software churn, publishing bottleneck, military-entertainment complex, domestic invasion and digital divides, colonizing cyberspace, and global games. The map of the interactive game industry on p.172 was very helpful to see the complex structure of the industry including the industrial sectors, specific industry leaders, and publishers/developers. Although the entire chapter was very interesting, the part that I found the most intriguing was about the domestic invasions and digital divides. This discussed the great unevenness and deep digital divide that aligned with class, gender, race and age. It mentioned that in 2001, 51% of US household had computers and about 42% had Internet access (184). It is crazy to think about what the number would be today. Although I agree there still is a deep digital divide (definitely applied globally), I think the percentage would be drastically different. Would a smartphone or tablet fall into this percentage? But then what about people who have an iPhone, iPad, iPod and laptop? One could technically play games on all of them. Also the author argues that “Video and computer games are not as common as the radios and televisions that can be found in nearly every North American and European household" (185). I think this statement has differently changed since 2003. I would argue that video/computer games, especially those related to smartphones and tablets, are almost more common than at least radios (I can’t even think of where a radio is in my house back home!) and possibly even TVs considering that people might have a couple Apple devices.

As I was reading this chapter, a question that kept crossing my mind was “how has this already changed?” This book was written more than 10 years ago and I believe a lot as changed since then. I am curious about how the game industry has been affected since then with introduction of smartphones and tablets. I am also curious about the effect of the apps industry on the game industry as well as technology, culture and marketing.

There were technically three authors of the Digital Play, Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter. But in our LIS course reader, it only mentions Stephen Kline. He is a professor and director of Media Analysis Laboratory, School of Communication at Simon Fraser University in British Colombia, Canada. He also wrote two other books, Globesity, Food Marketing and Family Lifestyles (January 2011) and Out of the Garden: Toys, Tv, and Children's Culture in the Age of Marketing (December 1993). According to an author bio, his teaching and research ranges widely through the fields of media analysis and audience research including media education, advertising and consumerism, children’s consumerism, toy and video game play, and most recently the role that science journalism plays in the moral panics about children’s advertising and sedentary lifestyles.

Here is my list of other articles or books on the same topic by different authors who may have reached different conclusions:

Dyer-Witheford, N., & De, P. G. (2009). Games of empire: Global capitalism and video games. Minneapolis: 
University of Minnesota Press

Galloway, A. R. (2006). Gaming: Essays on algorithmic culture. Minneapolis: University of Minnesota Press.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.

Zackariasson, P., & Wilson, T. L. (2012). The video game industry: Formation, present state, and future. New York: Routledge.
                 
And here is a PBS Frontline video from 2010 that I watched in my high school english class. After reading this chapter of this book, I immediately thought about this documentary, which is about the digital nation.

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