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.
- 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 Scholar
- P. L. Berger and T. Luckmann. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. Anchor, 1st edition, Jul. 1967.Google Scholar
- 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 ScholarDigital Library
- P. Dalsgaard and L. K. Hansen. Performing Perception-Staging Aesthetics of Interaction. ACM TOCHI, 15(3):1--33, 2008. Google ScholarDigital Library
- 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 ScholarDigital Library
- 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 ScholarCross Ref
- S. Fisher. The amusement arcade as a social space for adolescents: an empirical study. Journal of Adolescence, 18(1):71--86, Feb. 1995.Google ScholarCross Ref
- B. Flynn. Geography of the Digital Hearth. Information, Communication & Society, 6(4):551, 2003.Google ScholarCross Ref
- J. Lave and E. Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, 1991.Google ScholarCross Ref
- N. Phillips and C. Hardy. Discourse Analysis: Investigating Processes of Social Construction. SAGE, 2nd edition, 2002.Google Scholar
- 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 ScholarDigital Library
- H. Tsujimoto. CAPCOM | Financial Results, May 2009.Google Scholar
- 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 ScholarDigital Library
- 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 Scholar
Index Terms
- Street fighter IV: braggadocio off and on-line
Recommendations
Dissemination of "Seri Rama" Shadow Play puppet as a cultural heritage through Capcom's Street Fighter IV
ICUIMC '12: Proceedings of the 6th International Conference on Ubiquitous Information Management and CommunicationTraditional Malay theater arts such as wayang kulit Kelantan or Shadow Play puppet Kelantan in Malaysia remains one form of entertainment. Unfortunately, the shadow play puppet has lost it touch and has slowly begun to fade among society especially ...
From Rock, Paper, Scissors to Street Fighter II: proof by construction
Sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on VideogamesCompetitive fighting games, where players choose a rapid sequence of actions designed to trump an opponent's simultaneous actions, are more complex, real-time adaptations of the well-known game Rock, Paper, Scissors. We present an analysis of Rock, ...
BoomChaCha: A Rhythm-based, Physical Role-Playing Game that Facilitates Cooperation among Players
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsWe designed a new genre of gaming that is rhythm-based, cooperative, physical and involves role-playing. In the game, three players as a team combat monsters by waving physical weapons on certain beats of the background music. The game requires a ...
Comments