The Market of Identity

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.

Authors

Publication Details

Journal
Transactions of the Digital Games Research Association
Published
2024-12-28
DOI
https://doi.org/10.26503/todigra.v7i2.2392
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

The Market of Identity

Germán Sosa Castañón
Transactions of the Digital Games Research Association
Digital Games and Media
article

The Market of Identity

Germán Sosa Castañón
article en

Abstract

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.

Transactions of the Digital Games Research AssociationVol. 7(2)
Openalex Percentile: Top 56%
Digital Games and Media
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The Market of Identity — Germán Sosa Castañón · Transactions of the Digital Games Research Association (2024) | TGRS Research Map | TGRS