Not exact matches
There's a vast gulf between the
culture surrounding major console
games like «Call of Duty» (which are largely marketed towards young men) and the
culture surrounding massively popular mobile
games (which are
often marketed at mobile phone users of all genders).
Shirl Hoffman, author of «Good
Game: Christianity and the
Culture of Sport,» says Christianity teaches «peace, humility, putting others before yourself,» while athletes are
often more willing to cheat, hurt their opponents or take credit for their accomplishments.
Whether one considers the cessation of the gladiatorial
games in the days of the early church, the ending of savage bestial
games in Wilberforce's day, or the banning of dueling in the nineteenth century, Christians have
often led the
culture in critical analysis of its pastimes.
It deteriorated to the point where players were
often late to meetings, and the ping - pong and cornhole
games in the locker room became a symbol of the team's
culture.
As usual the
game tries to mix things up with a range of deranged human opponents and boss - like «psychos» but the
culture shock of coming up against an enemy that actually presents a challenge is
often jarring, and humans encountered elsewhere on the map seem as curiously resistant to damage as the zombies are prone to it.
Melbourne also has a great sporting
culture, and you'll
often see recreational
games of AFL or cricket being played the city's many parks.
The Maya people made ball
games an important part of the
culture and
often played as part of ritual events.
The
game explores a
culture and time period that is
often absent in the video
game industry.
That's why such
games often replace extreme representation (be it either gore / hardcore / graphic or childish) with symbolic or pop -
culture references.
This episode explores the ways in which sexist, racist stereotypes about Black women and tribal
cultures that date back for centuries are
often still perpetuated today in representations of women from indigenous and tribal
cultures in video
games.
Video
games offer the unique ability to explore
cultures and mythologies in a more abstract and
often profound way.
When people start talking about video
game platforms, those not familiar with gaming
culture are
often left in the dark.
To be fair, their portrayal in these
games is
often inaccurate and doesn't paint the complete picture of what Viking
culture gave to the world, but controlling a Viking as you run amuck across the land in one of the many Xbox One
games to feature the Nordic warriors sure is fun.
Granted, these two examples are both from Japanese
games, and therefore it might be down to one of two things: either a
culture difference — as dialogue is
often structured differently in anime, manga and the like — or the need for better Western localisation.
Commerical FPS
games helped destroy the popularity of nonviolent puzzle
games like Myst, but the
culture that grew out of them has helped fuel a whole new wave of avant - garde (and
often nonviolent) first person
games.
The dialogue
often tackled serious issues in the gaming industry, with
game tropes, and gaming
culture, and it did so with hilarity and
often brilliant quips.
The rush of popularity online multiplayer
games have received in recent years is certainly beneficial - in most areas — to video
game culture, but an
often overlooked downside is the effect this popularity has had on single - player
games.
However, attainment of
culture skills for practical purposes (communicating in a foreign context, for instance) requires extensive amounts of interaction, over a prolonged period of time in a variety of different circumstances,
often to such extent of production that would exceed most serious
games.
The
game's been praised for its «unique» and «refreshing» take on gender, social politics, matriarchies — nearly every aspect of Horizon's world building has been critically praised using terms that explicitly and historically have applied to indigenous peoples,
often to disparage our ways of life and oppress us, all while ignoring that unique and refreshing world building has been lifted almost entirely from our
cultures.
[Richard Clark is the editor - in - chief of Christ and Pop
Culture, where he
often writes about video
games.
However, what is
often left out of the conversation is that the figure is already explored ambitiously at the so - called low end of popular
culture — in comics, illustration, concept art, and video
games.
I design fun and colorful amigurumis,
often inspired by pop -
culture, science - fiction and video
games.