The Market of Identity
A Review on Video Games and Identity Works
DOI:
https://doi.org/10.26503/todigra.v7i2.2392Keywords:
indentity, video games, commodificationAbstract
This paper offers a review of the way that researchers, in the last decade, have analyzed the relationship between identity with games, and play. This is not a literature review to comply with the requirement to any work, to situate itself in a larger context of thought. I intend to show the different approaches, their central questions, and applications. On the other hand, I’ll show the similar ways that they see games and the people around it. With some exceptions, game researchers usually see this topic in an uncontextualized or tensionless sense, as if identity and gaming operate in the same way regardless of who is making and playing them, and where. Of course, this is due to factors related to the industry and the market, but also it reveals that much of the concern around the subject is determined by business necessities.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Transactions of the Digital Games Research Association

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.