Abstract

This paper presents a history of video games as innovation form beyond entertainment, offering reasons to establish why it is important to know and study their history with regards its social and cultural contexts: making emphasis in the importance that the users have when creating video games through experience. The social and cultural context in which those video games were born is fundamental to understand the diffusion and popularity that video games had throughout the ‘80s and especially in the ‘90s. The objective of this study is to identify the communication and information strategies of video games prior to the arrival of the Internet, especially the way in which this information was shared in the Spanish context. In the first part of the paper, we introduce the theoretical and methodological framework in which this research is based, through the concept of cultural archeology. In the second part, we present stories created by the users to analyze the gaming experience and how to share it, using the concepts of playformance and play-world, to finish questioning the gamer’s identity as a white, young, middle-class male subject. Finally, we want to point out the importance of sharing knowledge and strategies as a fundamental part of the social interaction of the gamer’s experience. We observed video games as a tool to identify something beyond: the society and the uses that move around a cultural product.

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