Video games as social convergence and recursion
summary
Examines video games as cultural production that reflect and shape the social and ideological zeitgeist, arguing games create convergence among multiple authors and perspectives. Describes games producing recursive artistic experiences via immersion that reflect, question, and critique dominant and countercultural ideas, and transforming digital ‘non-places’ into places that enable new identities, interactions, and ideologies; references sociological and academic work on games and digital phenomena.
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chapters (5)
- 0:00Introduction
- 7:48Video games as social reflection
- 17:41Social function and creative leisure
- 22:36Recursivity and cultural aging
- 24:26Q&A
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