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Street fighter iv: braggadocio off and on-line.
| Content Provider | CiteSeerX |
|---|---|
| Author | Su, Norman Makoto |
| Abstract | In its heyday, the video arcade was a social scene to prove one’s video gaming prowess. The introduction of a revolutionary head-to-head fighting game called Street Fighter II in 1991 ushered in an era of competitive video gaming with unparalleled complexity. An influx of copy-cat games and the arrival of consoles with capabilities rivaling coin-ops led to the arcade’s demise. However, the release of Street Fighter IV (SF4) has brought about a revival. I report on the cultural practices of hardcore gaming that have revolved around SF4. SF4’s release on both the console (which enables fighting others online) and the arcade has engendered a new set of challenges in constructing what it means to be competitive and legitimate in the world of head-to-head fighting games. I observe that the enrolment of an ecology of technological artifacts allows players to translate braggadocio from the arcade, a central phenomenon in competitive gaming. Author Keywords Video games, video arcade, discourse analysis, gaming culture, |
| File Format | |
| Access Restriction | Open |
| Content Type | Text |