What is it about?
An historical investigation into how 'gaming' became a normal activity, paradoxically defined in terms of various kinds of abnormality/pathology.
Featured Image
Why is it important?
Shows how, in the 1980s, the new practice of playing with software was culturally re-mediated and associated with a kind of subject, namely, the 'gamer'.
Perspectives
This paper provides historical perspective on the contemporary practice of gaming and the associated 'gamer' identity.
Dr Graeme Kirkpatrick
Read the Original
This page is a summary of: Making games normal: Computer gaming discourse in the 1980s, New Media & Society, July 2016, SAGE Publications,
DOI: 10.1177/1461444814558905.
You can read the full text:
Contributors
The following have contributed to this page







