Sentences with phrase «game culture often»

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.
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