In order to avoid the simplistic discourse that marks much of the
way that computer games are treated in the popular press, McAllister
adopts what Douglas Kellner describes as a "multiperspectival" approach
to computer games; that is, he approaches the cultural study of
computer games from "the perspectives of political economy and production,
text analysis and audience reception [by] delineating the multiplicity
of subject positions, or perspectives, through which audiences appropriate
culture" (Kellner qtd. by McAllister 3). As opposed to criticism
of computer games that focuses on the question of what computer
games and the computer game industry should or should not be in
the future2,
McAllister's multiperspectival approach yields a rich and deep description
of the present tense of the computer game industry and its resulting
layered influences on global mass culture.
McAllister avoids one-dimensional characterizations
of the computer game industry by referring to it, its effects,
and its influences as the computer game complex: "the combination
of computer games, games, and the industries that support them"
(28-9). As becomes clear from this definition, the computer game
complex is comprised of a number of diverse cultural, economic and
sociopolitical forces that intersect in the production and consumption
of computer games. These different and often conflicting forces
work together in a dialectical way to create an amalgamation of
cultural, political, and economic processes that give the computer
game complex the appearance of uniformity and agreement. McAllister
addresses these forces under five rhetorical categories. They include:
McAllister concludes that computer games represent a significant
site of struggle, "a point in the dialectic where rhetorical forces
are exerted in an effort to gain dominance over competitors, technologies,
players, concerned citizens, and the media" (25). The effects of
these rhetorical forces are what McAllister calls the gamework:
the "medium through which values are articulated and reproduced,"
sometimes on a mass scale (26).
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