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In this paper, we introduce the concept of a "Hegemony of Play," to critique the way in which a complex layering of technological, commercial and cultural power structures have dominated the development of the digital game industry over the past 35 years, creating an entrenched status quo which ignores the needs and desires of "minority" players such as women and "non-gamers," Who in fact represent the majority of the population.Drawing from the history of pre-digital games, we demonstrate that these practices have "narrowed the playing field," and contrary to conventional wisdom, have actually hindered, rather than boosted, its commercial success.We reject the inevitability of these power structures, and urge those in game studies to "step up to the plate" and take a more proactive stance in questioning and critiquing the status of the Hegemony of Play.
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Janine Fron
Northwestern University
Tracy Fullerton
University of Southern California
Jacquelyn Ford Morie
University of Central Florida
Active Technologies (Italy)
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Fron et al. (Mon,) studied this question.
synapsesocial.com/papers/6a14f8ab2f0e848eb39af04c — DOI: https://doi.org/10.26503/dl.v2007i1.283