Foucault

New entry in Digiplay games research bibliography:

This paper examines the web-based virtual marriage game craze that emerged in the 1990s. These online interactive games may have opened up moments of liberation and formulated new ideologies of sexual relations. However, web-based marriages only ensure a male-dominated system and conform to dominant patriarchal standards - regardless of the number of females involved. Re-enacting the rules of marriage, the cyber game is ideologically directed against free unions, mobility, promiscuity, and parafamilial fluidity - all in order to stabilize individuals for reasons of social and political control; at the same time, it promotes the acquisition of skills needed by individual players in a free market, as if paralleling the drastic re-articulation of the economy. I understand the virtual game to be a safe haven for both China and the Chinese people to imagine that they can re-strengthen and re-virilize themselves in a rapidly changing world. They co-fabricate a depthless interface or a pure semblance of a looming powerful China ruled by a male-oriented system. Just as China dreams of achieving modernity through a consistent, dependable, controlled, and 'clean' path, the virtual reality of the marriage game reveals a social imaginary in which contemporary Chinese people picture their social existence in an unstable transitional moment.

New entry in Digiplay games research bibliography:

This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other activities.

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