Gamevironments as an Analytical Lens for Studying Gaming and Culture. A Critical Revision
DOI:
https://doi.org/10.48783/gameviron.v21i21.269Keywords:
gamevironments, Deep Mediatization, Actor-Network Theory, Value Formation, Communicative FigurationAbstract
This introduction unfolds the argumentation of what exactly is meant by the concept of gamevironments published in 2014 (Radde-Antweiler, Waltemathe and Zeiler 2014), what change of perspective the concept entails, and how it differs from existing research. On this basis, it critically reflects on the extent to which the concept was still thought to be too vague and, in part, not contextualized consistently enough at that time, and on the extent to which necessary changes must be made. Furthermore, it presents the further development that took place in 2017 with the introduction of the research matrix gamevironments as communicative figuration (Radde-Antweiler 2018a) and what methodological as well as theoretical implications this implies. Finally, the article critically discusses whether the concept is suitable only for the study of religion and video gaming or takes a broader approach to the critical research of video games and culture.