2016
DOI: 10.7551/mitpress/10350.001.0001
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Cultural Code

Abstract: 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… Show more

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Cited by 38 publications
(9 citation statements)
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“…In contrast, perception of brands as national and authentic products may be a potential strength. Penix-Tadsen (2009, p. 2) notes that many cultural producers in Latin America have effectively branded themselves for their “outsider” (i.e. not universally understood or available) qualities.…”
Section: Limitationsmentioning
confidence: 99%
“…In contrast, perception of brands as national and authentic products may be a potential strength. Penix-Tadsen (2009, p. 2) notes that many cultural producers in Latin America have effectively branded themselves for their “outsider” (i.e. not universally understood or available) qualities.…”
Section: Limitationsmentioning
confidence: 99%
“…Aside from analyzing anti-corporate gamer activism, this study contributes to the emerging trend of investigating non-Western data in game studies (Penix-Tadsen, 2016, 2019; Rayna & Striukova, 2014; Wolf, 2015). It especially enriches the fledging subfield of Chinese gaming studies.…”
Section: Introductionmentioning
confidence: 99%
“…The content of digital games, from Europe and North America, and even from Asian countries, perpetuate colonial and orientalist stereotypes as shown in the earlier research of the editors (Mukherjee 2018;Rizvi and Chowdhury 2021;Rizvi and Mukherjee 2023). With the recent and much-belated postcolonial turn in games studies (see Lammes 2010;Penix-Tadsen 2016;Mukherjee 2017;Mukherjee and Hammar 2018;Harrer 2018), there is a heightened awareness of the need to reexamine the inherently orientalist constructions in digital games (see Šisler 2008;Zeiler and Mukherjee 2022) in the ludic, narrative, player experience and industry aspects. From exotic characters and locales in, for example, Uncharted: The Lost Legacy (Naughty Dog 2017) and Far Cry 4 (Ubisoft Montreal 2014) to the scant attention paid to the video game industry in Asia (see CyberOrient, Vol.…”
mentioning
confidence: 99%