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Political and social issues in French digital games, 1982-1993
Liquid modernity
Postmodernity
French video games
Video games in France
Video games history
Despite numerous publications about the history of digital games in the United States and Japan, there are few studies which aim to explore the past European trends in game design. For example, the French gaming industry remains unknown to the vast majority of game researchers. However, from the mid-1980s to the early 1990s a certain tendency emerged in this industry: political and social issues became overtly discussed within digital games. To examine such a tendency, the author follows the ‘emancipatory’ paradigm in digital game research (to cite Jaakko Suominen), instead of the ‘enthusiast’ Trans-Pacific-oriented ones. The objects of the analysis are several adventure games developed in France between 1982 and 1993 whose popularity during this period made them influential for the development of the French gaming industry. The author indicates three factors that contributed to the rapid growth of adventure games. These are the advancement of the personal computer market, the modest but existing support from French national institutions, and the article published by Guy Delcourt in the August 1984 issue of Tilt gaming magazine, which gave critical insight into previous development practices and suggested drawing inspiration from current events. The author distinguishes five thematic genres: Froggy Software’s avant-garde digital games, postcolonial and feminist games, investigative games, science fiction, and horror. Each of these provided numerous references to political affairs, economic stagnation and postcolonial critique of the past, which were severe issues in France during the 1980s and 1990s. Despite strong genre diversity, French adventure games shared similar pessimistic outlooks on the emerging “liquid modernity” (Zygmunt Bauman), during which France had to cope with more unstable work conditions, globalization, and immigration from the Maghreb countries. Because the French gaming industry in this period concentrated on local gamers and referred to their national culture, the author encourages game historians to turn their attention not only to Trans-Pacific games, but also to those manufactured outside Japan and the United States.
dc.abstract.en | Despite numerous publications about the history of digital games in the United States and Japan, there are few studies which aim to explore the past European trends in game design. For example, the French gaming industry remains unknown to the vast majority of game researchers. However, from the mid-1980s to the early 1990s a certain tendency emerged in this industry: political and social issues became overtly discussed within digital games. To examine such a tendency, the author follows the ‘emancipatory’ paradigm in digital game research (to cite Jaakko Suominen), instead of the ‘enthusiast’ Trans-Pacific-oriented ones. The objects of the analysis are several adventure games developed in France between 1982 and 1993 whose popularity during this period made them influential for the development of the French gaming industry. The author indicates three factors that contributed to the rapid growth of adventure games. These are the advancement of the personal computer market, the modest but existing support from French national institutions, and the article published by Guy Delcourt in the August 1984 issue of Tilt gaming magazine, which gave critical insight into previous development practices and suggested drawing inspiration from current events. The author distinguishes five thematic genres: Froggy Software’s avant-garde digital games, postcolonial and feminist games, investigative games, science fiction, and horror. Each of these provided numerous references to political affairs, economic stagnation and postcolonial critique of the past, which were severe issues in France during the 1980s and 1990s. Despite strong genre diversity, French adventure games shared similar pessimistic outlooks on the emerging “liquid modernity” (Zygmunt Bauman), during which France had to cope with more unstable work conditions, globalization, and immigration from the Maghreb countries. Because the French gaming industry in this period concentrated on local gamers and referred to their national culture, the author encourages game historians to turn their attention not only to Trans-Pacific games, but also to those manufactured outside Japan and the United States. | pl |
dc.affiliation | Wydział Zarządzania i Komunikacji Społecznej | pl |
dc.contributor.author | Jankowski, Filip - 233254 | pl |
dc.date.accession | 2018-10-17 | pl |
dc.date.accessioned | 2019-01-09T16:04:38Z | |
dc.date.available | 2019-01-09T16:04:38Z | |
dc.date.issued | 2017 | pl |
dc.date.openaccess | 0 | |
dc.description.accesstime | w momencie opublikowania | |
dc.description.number | 2 | pl |
dc.description.physical | 162-176 | pl |
dc.description.publication | 1,09 | pl |
dc.description.version | ostateczna wersja wydawcy | |
dc.description.volume | 2 | pl |
dc.identifier.eissn | 2451-5116 | pl |
dc.identifier.project | ROD UJ / OP | pl |
dc.identifier.uri | https://ruj.uj.edu.pl/xmlui/handle/item/65330 | |
dc.identifier.weblink | http://transmissions.edu.pl/political-and-social-issues-in-french-digital-games-1982-1993/ | pl |
dc.language | eng | pl |
dc.language.container | eng | pl |
dc.rights | Licencja Open Access BJ | * |
dc.rights.licence | Inna otwarta licencja | |
dc.rights.uri | http://ruj.uj.edu.pl/4dspace/License/oa_bj/licencja_oa_bj_v1.pdf | * |
dc.share.type | otwarte czasopismo | |
dc.subject.en | Liquid modernity | pl |
dc.subject.en | Postmodernity | pl |
dc.subject.en | French video games | pl |
dc.subject.en | Video games in France | pl |
dc.subject.en | Video games history | pl |
dc.subtype | Article | pl |
dc.title | Political and social issues in French digital games, 1982-1993 | pl |
dc.title.journal | TransMissions | pl |
dc.title.volume | Game Studies at the crossroads | pl |
dc.type | JournalArticle | pl |
dspace.entity.type | Publication |
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