Bio: Aditya Deshbandhu is an academic researcher from University of Hyderabad. The author has contributed to research in topic(s): Educational technology & Video game. The author has an hindex of 3, co-authored 7 publication(s) receiving 20 citation(s).
07 Dec 2016-
Abstract: The term gamer has been applied in various, often simplistic ways to anyone who plays video games as a preferred leisure activity. Being heavily value-laden both socially and culturally, the term has spawned fiery debates on a variety of issues ranging from perpetuation of stereotypes to gender inequality. This paper seeks to understand the gamer tag by charting and critically analysing the gaming journeys of three video game players in an everyday context.The paper uses an ethnographic approach, based on in-depth interviews with and observation of the gaming activity of three individuals over a year. Drawing from Nick Couldry’s Media as Practice approach the gaming practices of the players were examined in relation to how they themselves reflect upon their experience and its various components, and the ways in which they construct and express their gamer/gaming identity. The emergent themes from the analysis have been used to build a tentative framework that could enable a more holistic understanding of the gamer within the gaming world and more generally in popular culture.
02 Feb 2021-Gender Place and Culture
Abstract: This article examines representative games from Zapak.com: India’s most-popular gaming website (highest number of daily visitors) to conceptualize the relationship between masculinity and coloniali...
13 May 2020-
Abstract: This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.
01 Jan 2013-
01 Jul 2020-
Abstract: Simulating the world’s most popular sport is big business and the most popular titles in the industry are Electronic Arts’ FIFA (2015-2019) franchise and Konami’s Pro Evolution Soccer (PES) (2015-2019). A rivalry that begun in 1995, the last 24 years have seen the games modify, adapt and transform the way sports simulators are made. In the pursuit of digitally recreating the magic from the football pitch, the two titles have garnered extremely loyal fanbases that include some fans whose gaming practices are limited to playing just one of these games. This article aims to analyze the success of FIFA and the decline of PES in the last decade when reviewers of games and industry observers have repeatedly found PES to be the better game. It begins by comparing review scores of the last eleven iterations of the two franchises and then uses a multi-pronged approach to identify the various dimensions that allow FIFA to thrive as a game despite offering a comparatively poor gameplay experience to its players. This paper uses a multipronged approach to identify and analyze the various dimensions that has enabled FIFA as a franchise to create a near monopoly in the simulated football/soccer genre. By close reading streams of players of the game, formally analyzing the last five iterations of the FIFA franchise and then juxtaposing the two frames to examine FIFA as a hybrid cross-media product/service, this paper looks at the various non-play related elements that make it successful. The paper identifies and analyses the various dimensions that make FIFA a service that has allowed the franchise to create a near monopoly in the simulated football/soccer genre.
01 Jan 1998-The Journal of American Culture
02 Oct 2007-Online Information Review
01 Jan 2014-American Journal of Play
Abstract: Raising the Stakes: E-Sports and the Professionalization of Computer GamingT. L. TaylorCambridge, MA: MIT Press, 2012. Appendix, notes, bibliography, index. 304 pp. $29.95 cloth. ISBN: 9780262017374In Raising the Stakes: E-Sports and the Professionalization of Computer Gaming, author T. L. Taylor examines the ups and downs of a slowly emerging industry, e-sports (electronic sports). The e-sports industry aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers. Those who would make e-sports a success point to South Korea, the only country so far in which the industry has taken hold. Taylor tells us that tournaments like the World Cyber Games draw sponsors like Coca-Cola, Microsoft, and Samsung and that Korean Telecom companies, and even the Korean Navy have-or sponsor-teams. Outside of the promised land of South Korea, however, e-sports have struggled and exist as a generally small, niche industry.Taylor's book does an excellent job of examining e-sports through numerous lenses. Providing historical context, she takes us back to the roots of e-sports, delving into the early days of informal, head-to-head video game competitions around the first computer game, Space War! (1962) and the inclusion of highscore record keeping on arcade machines to arcade-based tournaments (still happening today on the old machines like Pac Man and Donkey Kong and chronicled in the 2007 documentary King of Kong) and the video game-themed Starcade (1982- 1984) television show. She then moves to the emergence of the on-line networked play of Id Software's Doom (1993) and Quake (1996) through today's current live and networked tournaments of firstperson shooters and other video game competitions. Yet Raising the Stakes is not just a historical effort. With her first book, Play between Worlds: Exploring On-Line Game Culture, Taylor established herself as a solid analyst of games as media and community.And Taylor brings those skills to bare on gaming as a sport. For example, in her second chapter, titled "Computer Games a Professional Sport," Taylor guides us through an in-depth, well-reasoned, and documented analysis. She cites the literature on the debates around computer games as play. She examines the modification of rules, and occasionally of systems, of the games themselves for tournament play, judging, and broadcast. She compares the requirements and practices of professional sports and professional athletes (mental and physical training, hours and routines of practice, preferences for specific brands and makes of equipment or insistence on the use of personal equipment) in other sports to those of professional gamers. …
01 Sep 2001-Psychiatric Services
Abstract: Masculinity, War and ViolenceMurder and MasculinityThe Routledge Companion to Masculinity in American Literature and CultureThe Dynamics of Masculinity in Contemporary Spanish CultureRape on Prime TimeTransforming MasculinitiesDoing Justice, Doing GenderCrime, Criminal Justice and MasculinitiesTurn This World Inside OutCultures of MasculinityMen, Masculinities and ViolenceMasculinities, Violence and CultureThe Tough StandardCleansing Honor with BloodTransfigurationsCaptain America, Masculinity, and ViolenceMasculinities and CultureMasculinities and ViolenceMen, Masculinities and Intimate Partner ViolenceNine LivesViolent MasculinitiesMasculinities, Gender Relations, and SportEducation and MasculinitiesViolence and NonviolenceGender, Crime and VictimisationYouth Gangs and Street ChildrenMale Roles, Masculinities and ViolenceDismantling Rape CultureTropical CowboysMental Health, Men and CultureCultures of MasculinityWhat Causes Men's Violence Against Women?Violent ManhoodMasculinities and CultureComrades in ArmsMen in PrisonMen and MasculinitiesMisreading MasculinityThe Media and the Models of MasculinityMasculinities in Contemporary American Culture
Jeffrey A. Stone1•Institutions (1)
18 Jun 2019-New Media & Society
TL;DR: Examining modern perceptions of “ gamer” among a set of college-age adults confirms that previously found factors influencing self-identification still correlate with the “gamer” identity and shows that while traditional stereotypes still persist, the perceived meaning of the term ‘gamer’ may be evolving.
Abstract: Much of the research involving perceived characteristics of so-called “gamers” has been directed at deconstructing traditional stereotypes associated with the term. As gaming has become mainstream,...
Author's H-index: 3