Many people in media studies argue there are growing gaps in what constitutes “common culture“, not least the displacement of patterns of work and domestic life leading to new forms of identity construction. With this in mind, why do those involved in game-studies remain closely aligned to Bartle’s player types, which they then try to then align with “gamification“. What is the ah-ha moment in reading these stereotypes into newer games such as Warcraft and Call of Duty?

Identity is far more are complex than that if ‘digital’ is part of your identity, so I’m struggling to see the significance of work which ignores identity politics in broader media when trying to analyse or predict anyone’s online choices or behaviour.

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