skip to main content
10.1145/1718918.1718981acmconferencesArticle/Chapter ViewAbstractPublication PagescscwConference Proceedingsconference-collections
research-article

Street fighter IV: braggadocio off and on-line

Published:06 February 2010Publication History

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.

References

  1. S. Andrews. bit-tech.net | Feature -- Does Professional Gaming Have a Future? http://www.bit-tech.net/gaming/2009/04/10/the-future-of-professional-gaming/1, Apr. 2009.Google ScholarGoogle Scholar
  2. P. L. Berger and T. Luckmann. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. Anchor, 1st edition, Jul. 1967.Google ScholarGoogle Scholar
  3. G. Cooper and J. Bowers. Representing the User: Notes on the Disciplinary Rhetoric of HCI. In P. J. Thomas, editor, The Social and Interactional Dimensions of Human-Computer Interfaces, pages 49--66. Cambridge University Press, 1995. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. P. Dalsgaard and L. K. Hansen. Performing Perception-Staging Aesthetics of Interaction. ACM TOCHI, 15(3):1--33, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. N. Ducheneaut, N. Yee, E. Nickell, and R. J. Moore. "Alone together?" Exploring the Social Dynamics of Massively Multiplayer Online Games. In Proc. of CHI'06, pages 407--416, Montreal, Quebec, Canada, 2006. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. C. Ferguson. The Good, the Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatric Quarterly, 78(4):309--316, Dec. 2007.Google ScholarGoogle ScholarCross RefCross Ref
  7. S. Fisher. The amusement arcade as a social space for adolescents: an empirical study. Journal of Adolescence, 18(1):71--86, Feb. 1995.Google ScholarGoogle ScholarCross RefCross Ref
  8. B. Flynn. Geography of the Digital Hearth. Information, Communication & Society, 6(4):551, 2003.Google ScholarGoogle ScholarCross RefCross Ref
  9. J. Lave and E. Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, 1991.Google ScholarGoogle ScholarCross RefCross Ref
  10. N. Phillips and C. Hardy. Discourse Analysis: Investigating Processes of Social Construction. SAGE, 2nd edition, 2002.Google ScholarGoogle Scholar
  11. A. Sall and R. Grinter. Let's Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home. CSCW, 16(1):199--229, Apr. 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. H. Tsujimoto. CAPCOM | Financial Results, May 2009.Google ScholarGoogle Scholar
  13. A. Voida and S. Greenberg. Wii All Play: The Console Game as a Computational Meeting Place. In Proc. of CHI'09, pages 1559--1568, Boston, MA, USA, 2009. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. D. Williams. A Brief Social History of Game Play. In P. Vorderer and J. Bryant, editor, Playing video games: Motives, responses, and consequences, pages 197--212, Lawrence Erlbaum Associates, 2006.Google ScholarGoogle Scholar

Index Terms

  1. Street fighter IV: braggadocio off and on-line

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CSCW '10: Proceedings of the 2010 ACM conference on Computer supported cooperative work
      February 2010
      468 pages
      ISBN:9781605587950
      DOI:10.1145/1718918

      Copyright © 2010 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 February 2010

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate2,235of8,521submissions,26%

      Upcoming Conference

      CSCW '24

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader