First, a shout out to all the faithful readers in cyberspace on the Eve of Christmas. (Yes, yes, I know, my first post went up a week ago.) Have a great Holiday!
Now let me get on with gaming and culture. Today I want to talk about how gaming illustrates the need to rethink what we mean by the concept “culture.” The traditional concept of culture is generally seen as something all around us, shaping our every move—Geertz’s system of symbols, where humans are caught up in webs of cultural meaning. Even in the wake of 1980s and 1990s post-modern critique, we are still left with rather homogeneous and causal views—for example, Bourdieu’s habitus, derived from class and used an explanation for the differing tastes and behaviors of different groups of people; or the emphasis on discourses or ideologies that people cannot escape, so that discourses on gender and race seemingly define who we are and, in making that definition, provide others with power over us.
Greg has already started the critique. Here’s what he writes in his post Mirror Effects in Neurons Learned?:
“The evidence from the brain sciences does not support the assumption that all implicit learning has ideational foundations or backing, but most models of culture really do not allow for motor learning to exist on its own as a relevant category of culture. I know, some will try to call me out on this and argue that late Pierre Bourdieu’s notion of the habitus is really a motor learning theory, but the fact that he has to assume that there is either a sociological structure (class) or cultural structure (a kind of crypto-structuralist cognitive set of categories) behind all action suggests that it is, ultimately, either a sociological- or cognitive-determinist model, not one that allows motor realms any autonomy.”
So, how about some gaming autonomy? Let me turn once again to my trusty Game Informer in its January 2008 edition. In yesterday’s post, I talked about how games offer us an immersive and interactive experience. I want to expand on that post by focusing specifically on how designers utilize something close to the concept of “culture” as one part of how to make games immersive and involving. In the feature article on the first person shooter Tiberium, which builds off the real-time strategy franchise Command & Conquer, the article goes:
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