The Gentrification of Videogame History
3 days ago
- #global gaming
- #video game history
- #cultural erasure
- The New Taipei City Youth Library's exposition highlighted Taiwan's significant role in RPG development during the late 90s and early 00s, showcasing both well-known and obscure titles.
- Mia Consalvo & Christopher A. Paul's book 'Real Games' explores why certain games are deemed 'real' based on developer pedigree, game content, and payment structure, but overlooks the importance of the player demographic.
- Games popular in regions like India and China often go unnoticed globally unless highlighted by US-based media, illustrating a US-centric bias in video game discourse.
- The article contrasts LAN parties, common in wealthier regions, with LAN houses in the Global South, highlighting different economic realities and gaming cultures.
- Different business models, like the free-to-play model originating from South Korea's PC Bangs, have been historically vilified in Western discourse despite their global popularity.
- Informal gaming creations, such as mods in Brazil, are often dismissed as 'not real games,' despite their cultural significance and popularity.
- The article criticizes the erasure of diverse gaming histories and cultures in favor of a homogenized, US-centric narrative, calling for more recognition of local gaming experiences worldwide.