Corruption of Play

Regular price €81.99
A01=Christopher McMahon
Assassin's Creed
Assassin’s Creed
Author_Christopher McMahon
Category=JBCT1
Category=JHBA
Category=JHBS
Cognitive Mapping
Critical Theory
Digital Media
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Fallout
Gamer
Gaming
Microtransaction
Neoliberal Ideology

Product details

  • ISBN 9781801177375
  • Weight: 381g
  • Dimensions: 152 x 229mm
  • Publication Date: 13 Oct 2022
  • Publisher: Emerald Publishing Limited
  • Publication City/Country: GB
  • Product Form: Hardback
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AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play.

Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible in play-space, showcasing a new way of seeing and understanding how play is enabled and how the player forms an understanding of themselves by it. How does the player form their sense of self in the videogame? What level of agency does the player have? How are AAA videogames consumed and what is the extent of the corruption of play?

Offering a timely level-up to the existing critical work on videogames, McMahon’s revelations that play in AAA videogames does not often occur under ideal conditions due to the influence of neoliberal ideology are a captivating read for communication and media scholars interested in videogames. Understanding that play should be a core activity, and a natural barrier to market and economic logics, McMahon sets the scene for equipping us to understand how the process of neo liberalisation can be resisted.

Christopher McMahon teaches at the University of Liverpool, UK, where he received his doctorate from the department of Communication and Media. His research looks at how videogame consumption is used to establish fragments of identity.