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    • Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures.
    • As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture

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    • Most noteworthy in  this exclusion is that the critical commonplaces of violence, racism, sexism  and the presumed effects on young audiences have generally escaped scholarly  and popular scrutiny.[1]
    • Examinations of violence, gender stereotypes,  anti-social behaviour abound, but David Leonard finds that "critical  examinations of the relationship between games and the hegemonic practices of  the military-entertainment complex are virtually absent." Th

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    • This line of questioning, about the relationship between stories  and games, is one of the major themes of  First Person, and is addressed by theorists and practitioners from a wide  variety of backgrounds.
    • Yet we began by talking about literature. Surely "story" is not  all there is to literature in new media; if we are talking of  literature, where is text -- where are the words? The Sim characters for  which the game is named don't utter sentences that tell a story -- much  less language that edifies or entertains -- but rather communicate  through icons and gibberish to indicate what is on their simple  minds

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    • Is friending actually creating and supporting more true friendships? Or rather are we addicted to something that approximates real connection but is actually very mediated and done only alone?
    • he growth in popularity of short downloadable games, the phenomenal success of the Wii, and the prevalence of quick, simple games on mobile devices have contributed to a shift in popular culture wherein it is rare to find people who don’t play video games in one form or another
    • In discussing the elements of casual game design, his argument is that casual games typically present a positive fictional valence and intuitive usability, that they are designed to be played in short periods of time - to be interruptible - and tend to feature lenient punishment for failure combined with excessive positive feedback. The term Juul uses to describe this feedback is “juiciness” - a wonderful addition to the lexicon of game-related language.

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    • This, in essence, is the problem of collective action - in some situations an individual may enjoy the benefits of a collective good without contributing to its procurement or maintenance. Consequently, nobody may wish to contribute and the good is not made available at all. Simply put, such goods are vulnerable to free-riders, people who take no responsibility for the maintenance or construction of the resource.
    • game as rule system and the gaming situation

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    • It was the first sign that something was fundamentally shifting in the videogame industry.
    • By the early 1980s a distinctive videogame culture had indeed developed and gamer demographics narrowed. It was during this period that the stereotype of the young male videogame fiend was born, and not without reason. Both mall arcades and home consoles came to be dominated by adolescent boys.
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