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Video game culture is a worldwide
new media New media describes communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for ...
subculture A subculture is a group of people within a culture that differentiates itself from the parent culture to which it belongs, often maintaining some of its founding principles. Subcultures develop their own norms and values regarding cultural, poli ...
formed by video gamers. As
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s have exponentially increased in popularity over time, they have had a significant influence on
popular culture Popular culture (also called mass culture or pop culture) is generally recognized by members of a society as a set of practices, beliefs, artistic output (also known as, popular art or mass art) and objects that are dominant or prevalent in a ...
. Video game culture has also evolved with
Internet culture Internet culture is a culture based on the many way people have used computer networks and their use for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, and social media ...
and the increasing popularity of
mobile game A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to ...
s. Many people who play video games identify as
gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
s, which can mean anything from someone who enjoys games to someone passionate about it. As video games become more social with
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
and online capability, gamers find themselves in growing social networks. Playing video games can both be entertainment as well as competition, as the trend known as
electronic sports Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although org ...
has become more widely accepted.


Definition

Video game culture is broadly considered a description of the
subculture A subculture is a group of people within a culture that differentiates itself from the parent culture to which it belongs, often maintaining some of its founding principles. Subcultures develop their own norms and values regarding cultural, poli ...
of those who play video games. This not only includes
gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
s, players that frequently dedicate time and effort to playing video games, but also those players that participate less frequently and often through more
casual game A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessio ...
s. Because of the interactive nature of video games, the video game culture differs from other subculture as there is interest not only in who plays video games (the demographics), but the types of video games they play, and how they play them. The concept that video games had its own subculture was first suggested in 1996, but became more predominate as an area of academic study since the 2010s.


Demographics

, the average age for a video game player is 31,ESA report on the sales, demographics and usage data of the industry
. (PDF).
a number slowly increasing as people who were children playing the first
arcade Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games * ...
,
console Console may refer to: Computing and video games * System console, a physical device to operate a computer ** Virtual console, a user interface for multiple computer consoles on one device ** Command-line interface, a method of interacting with ...
and home computer games continue playing now on current systems.Jupiter Media gamer age study – press release
The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female; however, research has also shown that women are less likely to self-identify as gamers out of fear of stigmatization. ESA reported that 71% of people age six to forty-nine in the U.S. played video games, with 55% of gamers playing on their phones or mobile devices.''
Shacknews ''Shacknews'' (originally Quakeholio, then ShugaShack) is a website that hosts news, features, editorial content and forums relating to computer games and Video game console, console games. It is currently owned by a company called Gamerhub Cont ...
'', 2008-02-04. Retrieved on 2008-05-07.
The average age of players across the globe is mid to late 20s, and is increasing as older players grow in numbers.Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" Oxford University Press One possible reason for the increase in players could be attributed to the growing number of genres that require less of a specific audience. For example, the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other Regional lockout, regions of the world. It is Nintendo's fifth major ho ...
console has widened its audience with games such as ''
Wii Sports ''Wii Sports'' is a 2006 sports simulation video game developed and published by Nintendo for the Wii video game console. The 1.0 (pre-release) version of the game was released in North America along with the Wii on November 19, 2006, and the 1. ...
'' and ''
Wii Fit is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console, featuring a variety of yoga, strength training, aerobics, and balance (ability), balance mini-games for use with the Wii Balance Board pe ...
''. Both require more activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older and still have that interest in video games. Currently, the largest entertainment industry for children is gaming. According to a 2008 telephone survey with a
sample size Sample size determination is the act of choosing the number of observations or Replication (statistics), replicates to include in a statistical sample. The sample size is an important feature of any empirical study in which the goal is to make stat ...
of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.


LAN gaming

Video games are played in a variety of social ways, which often involve domestic gatherings or even in public places. A popular method of accomplishing this is a LAN (Local Area Network) party, which is hosted at a home and involves family and friends, creating a social event for people-friendly with each other. LAN parties are often held in large-scale events conducted in public spaces and have a great number of participants who might not usually socialize. The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering (an event of several thousand) of dedicated game fans.
Terry Flew Terry Flew is an Australian media and communications scholar, and Professor of Digital Communication and Culture in the Department of Media and Communication at the University of Sydney, Australia. He was formerly the Professor and Assistant De ...
in his book ''Games: Technology, Industry, Culture'' also emphasizes the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together".Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: An Introduction (2nd ed), Oxford University Press, South Melbourne 101–114 This raises the notion of McLuhan's "
Global Village Global village describes the phenomenon of the entire world becoming more interconnected as the result of the propagation of media technologies throughout the world. The term was coined by Canadian media theorist Marshall McLuhan in his books '' ...
", as people can transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro also stresses the possibility of "Using technology to enhance one's social life",Shapiro, A, 1999, 'Masters of Our Domains: Personalisation of Experience' in 'The Control Revolution', Public Affairs, New York, pp. 44–51. as friendships no longer have to be structured by physical proximity (e.g. neighbors, colleagues). Shapiro states that "the net (Online Gaming Communities) allows individuals to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships". Thus, such online communities satisfy a genuine need for affiliation with like-minded others.


Online gaming

Online gaming has drastically increased the scope and size of video game culture. Online gaming grew out of games on
bulletin board system A bulletin board system (BBS), also called computer bulletin board service (CBBS), is a computer server running software that allows users to connect to the system using a terminal program. Once logged in, the user can perform functions such as ...
s and on college
mainframes A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
from the 1970s and 1980s.
MUD A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-bas ...
s offered multiplayer competition and cooperation, but on a scope more geographically limited than on the Internet. The Internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and even TVs. One of the most groundbreaking titles in the history of online video games is '' Quake'', which offered the ability to play with sixteen and eventually up to thirty-two players simultaneously in a 3D world. Gamers quickly began to establish their organized groups, called
clan A clan is a group of people united by actual or perceived kinship and descent. Even if lineage details are unknown, clans may claim descent from founding member or apical ancestor. Clans, in indigenous societies, tend to be endogamous, meaning ...
s. Clans established their own identities, their marketing, their form of internal organization, and even their looks. Some clans had friendly or hostile rivalries, and there were often clans who were allied with other clans. Clan interaction took place on both professionally set competition events, and during normal casual playing where several members of one clan would play on a public
server Server may refer to: Computing *Server (computing), a computer program or a device that provides functionality for other programs or devices, called clients Role * Waiting staff, those who work at a restaurant or a bar attending customers and su ...
. Clans would often do their recruiting this way; by noticing the best players on a particular server, they would send invitations for that player to either try out or accept membership in the clan. Gamers of all ages play online games, with the average age being 33 years old. 'Clan'- or 'guild'-based play has since become an accepted (and expected) aspect of multiplayer video games, with several games offering cash-prize tournament-style competition to their players. Many clans and guilds also have active fan-bases, which, when combined with the 'tournament' aspect, contribute to turning clan-based gaming into a semi-professional sport. Clans also allow players to assist each other in simulated combat and quests in-game advancement, as well as providing an online family for friendly socializing. From Quake, online video games grew beyond first-person shooters and have impacted every genre.
Real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn ...
,
racing game Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic rac ...
s,
card game A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card ...
s,
sports game A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport (s ...
s can all be played online. Online gaming has spread from its initial computer roots to console video games as well. Today, every major
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed i ...
available offers degrees of online gaming, some limited by particular titles, some even offer up entire virtual communities.


Competition


Slang and terminology

Like other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with
Internet slang Internet slang (also called Internet shorthand, cyber-slang, netspeak, digispeak or chatspeak) is a non-standard or unofficial form of language used by people on the Internet to communicate to one another. An example of Internet slang is "LOL" m ...
, as well as
Leetspeak Leet (or "1337"), also known as eleet or leetspeak, is a system of modified spellings used primarily on the Internet. It often uses character replacements in ways that play on the similarity of their glyphs via reflection or other resemblance. ...
, with many words such "pwn", as well as "noob", being direct carry-overs from
Leetspeak Leet (or "1337"), also known as eleet or leetspeak, is a system of modified spellings used primarily on the Internet. It often uses character replacements in ways that play on the similarity of their glyphs via reflection or other resemblance. ...
. There are terms to describe video game events, game genres, gamer demographics, strategies, specific events, situations, and more. It is especially common among online games to encourage the use of
neologism A neologism Greek νέο- ''néo''(="new") and λόγος /''lógos'' meaning "speech, utterance"] is a relatively recent or isolated term, word, or phrase that may be in the process of entering common use, but that has not been fully accepted int ...
s for convenience in communication. Most video games contain certain language or communication familiar to game and its player base. Overall the gaming community has common phrases that are used universally. The two most common phrases are "noob", which relates to a player who is low in skill and that they are relatively new to the game. The other phrase is "lol", which means "laughing out loud", this phrase is also used outside of gaming. There are also phrases that players use before and at the end of their matches. The abbreviation of "GL HF" is seen at the start meaning, "good luck, have fun". Then at the end, whether people win or lose, players use "GG", meaning "good game" to their opponents. A popular abbreviation the gaming culture created and uses is "AFK". This means "away from keyboard", and is used when a player is not using their keyboard or controller and are not paying attention.


Gaming networks

The shift from console-based or "shrink-wrap" video games to online gamesFlew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" in Terry Flew, New Media: an Introduction (second edition), Oxford University Press, South Melbourne 101–114. has allowed online games and Massively multiplayer online game, massively-multiplayer online gaming today to develop highly advanced and comprehensive communication networks. With the freedom of the Internet's architecture, users can become producers of the technology and shapers of the growing networks. Compared to past eras where consumers had little means of communication with game developers and other communities beyond their geographical location, the Internet has created many methods of communication such as through the online bulletin board website,
Reddit Reddit (; stylized in all lowercase as reddit) is an American social news aggregation, content rating, and discussion website. Registered users (commonly referred to as "Redditors") submit content to the site such as links, text posts, images ...
. Gamers can often develop sub-communities in-game
clans A clan is a group of people united by actual or perceived kinship and descent. Even if lineage details are unknown, clans may claim descent from founding member or apical ancestor. Clans, in indigenous societies, tend to be endogamous, meaning ...
and may use third party
VOIP Voice over Internet Protocol (VoIP), also called IP telephony, is a method and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet. The terms Internet t ...
programs to communicate while playing games such as
Skype Skype () is a proprietary telecommunications application operated by Skype Technologies, a division of Microsoft, best known for VoIP-based videotelephony, videoconferencing and voice calls. It also has instant messaging, file transfer, deb ...
, Ventrillo, Teamspeak or
Discord Discord is a VoIP and instant messaging social platform. Users have the ability to communicate with voice calls, video calls, text messaging, media and files in private chats or as part of communities called "servers".The developer documenta ...
. These video game communities may have nothing in common, or instead be designed for dedicated, skilled players, or even clans made for those with shared commonalities such as personality, ethnicity, heritage, language or gender. Another key component of many video game networks is the connection between the player base and the game developers. Many game developers have outlets either through official website forums or social media where gamers can communicate with and provide feedback to the game developers. Likewise, these same places become key locations for game developers to communicate with their fans, were often dedicated employees act as liaisons as a bridge between the company and the community. Some of the most advanced networks take place with Massively multiplayer online game, massively-multiplayer online gaming where servers of tens of thousands can be present simultaneously in the same instance or environment. In major titles such as ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'' and ''
League of Legends ''League of Legends'' (''LoL''), commonly referred to as ''League'', is a 2009 multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for War ...
'', the player base is in the millions. With so many people, many of these communities may develop virtual economies that may use a barter system or currency system. In some games, the interest in the virtual economies may be so great players will spend real money through auction sites like eBay for virtual property and items, commonly known as RMT (Real Market Trading). Some game developers may ban RMT in their games, especially when it interferes with the equity of the game. That being said, other game developers embrace it with one game, Second Life, with its entire focus on the usage of real-life currency for everything in the game world. Since smartphones became commonplace around 2007, mobile video games have seen rapid increases in popularity. The widespread appeal of simple, "time-killing" games, reminiscent of "social games" such as those found on Facebook, has set the stage for mobile video games to account for almost 35% of video games' total market share by 2017. Because games such as Clash of Clans offer in-game bonuses for referring new players to the game, mobile gamers have turned to social media sites to recruit their friends and family. Some games even offer integrated social media support to provide players with in-game chat or "friends" features for communicating and competing with other players. A large number of mobile game players has led to the creation of devoted forums, blogs, and tip sites similar to those committed to console video games. Popular video game publications, like Ars Technica and TouchArcade are even beginning to give significant coverage to mobile games.


Debate over social culture versus antisocial culture

There has been much debate among media theorists as to whether video games are an inherently social or anti-social activity. Terry Flew argues that digital games are "increasingly social, a trend that works against the mainstream media's portrayal of players as isolated, usually adolescent boys hidden away in darkened bedrooms, failing to engage with the social world." He asserts that games are played in very social and public settings; for example computers and consoles are often played in living areas of domestic homes, where people play with family or friends. David Marshall argues against the rich source of "effects" based research, finding that games are "deliberating and anti-social forms of behavior".Marshall, D in Turner, G & Cunningham, S, 2006, 'The Media & Communications in Australia' in 'Computer Games', Allen & Unwin, Sydney, pp. 279–300. Rather suggesting that "the reality of most games is that they are dynamically social – the elaborate social conversations that emerge from playing games online in massive multi-player formats" ( MMOG). Exemplifying ' The Sims Online', he states "has built up entire political and social structures in given communities' that provide an elaborate game life for participants". Gamers in these online worlds participate in many-to-many forms of communication and one-to-one correspondence. The games are not only massive; they are also "intimate and social". Gosney argues that
Alternate Reality Gaming An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. The form is defined by inten ...
is also inherently social, drawing upon
Pierre Levy Pierre is a masculine given name. It is a French form of the name Peter. Pierre originally meant "rock" or "stone" in French (derived from the Greek word πέτρος (''petros'') meaning "stone, rock", via Latin "petra"). It is a translation ...
's (Levy 1998) notion of
Collective Intelligence Collective intelligence (CI) is shared or group intelligence (GI) that emerges from the collaboration, collective efforts, and competition of many individuals and appears in consensus decision making. The term appears in sociobiology, politic ...
. He states that the game relied upon an "unprecedented level of corroboration and collective intelligence to solve the game". The issue of collective and corroborative team play is essential to ARG, thus are anything but a solitary activity. Hans Geser further rejects the mainstream media view that video games as an anti-social activity, asserting "there is considerable empirical evidence that Second Life serves mainly to widen the life experience of individuals who have already a rich 'First Life', not as a compensating device for marginal loners."Geser, H, 2007, "A very real Virtual Society. Some macro-sociological reflections on 'Second Life'" in 'Sociology in Switzerland: Towards Cyber society and Viral Social Relations', viewed August 20, 2008, pp. 1–24. Thus highlighting the "fantastic social possibilities of '' Second Life''", as the intangible reward of social belongingness is of paramount importance. Bray and Konsynski also argue the ability of the technology "to enrich their lives", as most Millennials report: "No difference between friendships developed in the real world vs. friendships developed online, and most use the Internet to maintain their social networks and plan their social activities".


Social implications of video games

The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content. Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect of video gaming has also had implications for the social interactions and collective behaviors of consumers involved in the activity.


Rise of subcultures

Contemporary investigations have found that there is a prevailing social framework in place during gatherings of video game enthusiasts or 'gamers'. Mäyrä (2008, p. 25) suggests that gamers who gather together to play possess a shared language, engage in collective rituals and are often interested in cultural artifacts such as video game paraphernalia. Cronin and McCarthy (2011) have also explored a liminal, hedonic food culture to be present among these socially connected actors. The commensal consumption of energy-dense low nutrient foods is considered to be appropriated during long stretches of gameplay to contribute to the community and hedonistic aspects of social gaming. In response to the central importance that food plays in the collective enjoyment of social gaming, various websites have been created which allow gamers to rate their favorite foods to accompany play. The presence of rituals, shared discourse, collective action, and even a liminal food culture among video game communities gives credence to the concept of these cohorts existing as self-defining sub-units within mainstream culture. However, due to the ephemeral and transient nature of their rituals, and also the possibility of virtual interaction through online participation, these cohorts should be considered 'postmodern subcultures'. Video game communities have social elements beyond physical interaction and have come to a stage where online and offline spaces can be seen as 'merged' rather than separate.


MMORPG and identity tourism

Terry Flew Terry Flew is an Australian media and communications scholar, and Professor of Digital Communication and Culture in the Department of Media and Communication at the University of Sydney, Australia. He was formerly the Professor and Assistant De ...
(2005)(p. 264) suggests that the appeal of the "Massively Multiplayer Online Role-Playing Game" lie in the idea of escapism, and the ability to assume the role of someone or something that is a fantasy in real life. He notes that '...for some women, heyenjoy adopting what they feel to be an image of femininity more acceptable or desirable than their real-world body...' This is what he calls "identity tourism", a form of hopping from one person to another, for which there usually is a stereotypical discourse associated with the protagonist. This is seen in the case of males who assume the personas of the female gender, and the character's representation of her gender being overly sexualized and/or passive, '...this tends to perpetuate and accentuate existing stereotypes of... women...' (Nakamura).


Ownership

Ownership Ownership is the state or fact of legal possession and control over property, which may be any asset, tangible or intangible. Ownership can involve multiple rights, collectively referred to as title, which may be separated and held by different ...
of video game entities is a major issue in video game culture. On one side, players, especially those who played with avatars for several years, have treated the avatars as their property. On the other hand, publishers claim ownership of all in-game items and characters through the EULA (End User License Agreements). Terry Flew recognized this problem: "Intellectual property is much better suited to conventional 'texts' that are fixed or finished, rather than ongoing collaborative creations like games".Flew, T (2005). ''New Media: an Introduction (second edition)''. Blackwell, Oxford. pg113 He also highlights that these issues will only worsen; as more interactive games emerging, issues of regulation, ownership, and service will only get more problematic.


Violence narrative

A source of criticism that the public often aims at in video games is the violence that they contain.
Terry Flew Terry Flew is an Australian media and communications scholar, and Professor of Digital Communication and Culture in the Department of Media and Communication at the University of Sydney, Australia. He was formerly the Professor and Assistant De ...
relates this back to the idea of ' moral panic'.2Flew, Terry and Humphreys, S 2005 "Games" Technology, Industry, Culture" in Terry Flew, New Media: an introduction(second edition), Oxford University Press, South Melbourn 101–114. He writes that through research the 'computer games cause violence' discussion is mainly focused on psychology. The idea is influenced after horrible shooting events that took place, with the shooting at Columbine High School in Colorado in 1999 being an example. Flew says that assuming this idea, of cause and effect behavior of video games, is one that is flawed. Several studies have shown a correlation between violent content in media and aggressive behavior. At the same time other studies have shown evidence the connection between violent games and violent behavior is thin and unlikely. Fox News reported that Montreal shooting case in Canada was carried out by the criminal Kimveer Gill, who is a player of
Super Columbine Massacre ''Super Columbine Massacre RPG!'' is a role-playing video game created by Danny Ledonne and released in April 2005. The game recreates the 1999 Columbine High School shootings near Littleton, Colorado. Players assume the roles of gunmen Eric ...
, whose narrative attaches with strong violence sense. On the other hand, some people who hold social determinism theory assert technology is neutral, but it is the way that humans manipulate technology which brings about its social impact.


Issues of gender and sexuality

In conjunction with the changing demographics of video game creators and players, issues related to women and video games, including sexism in video gaming and
gender representation in video games The portrayal of men and women in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Although women make up about half of video game players, they are significant ...
, have received increased attention by academia, the media, the games industry and by gamers themselves. The issue was brought to wider attention as a result of the 2014
Gamergate harassment campaign Gamergate or GamerGate (GG) was a loosely organized misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "#Gamergate" pri ...
, in which some gamers, under the pretense of calling out ethical issues in game journalism, harassed and threatened several female developers and those that supported the developers. Gamergate was described by Bob Stuart in '' The Daily Telegraph'' as "an unwieldy movement with no apparent leaders, mission statement, or aims beyond calling out..those who want to see more diversity in gaming" Benjamin Paaßen has argued that because video game culture has long been a space dominated by heterosexual men, the video game industry tends to cater to this particularly lucrative audience, producing video games that reflect the desires of the heterosexual male gaze. He further argues that this lack of representation of alternate identities in video games has caused gamers who divert from the dominant demographic to be often relegated to the margins of the culture. This process is thus seen to perpetuate the stereotypical image of the geeky, heterosexual male gamer as the ruler of the video game world. Contrary to popular belief, there are a multitude of communities within video game culture that do not fulfill the typical gamer
stereotype In social psychology, a stereotype is a generalized belief about a particular category of people. It is an expectation that people might have about every person of a particular group. The type of expectation can vary; it can be, for example ...
. The problem is that they lack visibility. One reason for this is that many people do not want to reveal their association with video game culture out of fear of stigmatization. Past research has shown this to be the case for the female gamer. Because women in video game culture are often ostracized by their male gamer counterparts, female gamers are frequently forced to conceal their gender, only participating in video game culture when they can remain anonymous. When concealing their identities, females gamers try to change their voice when talking online, they will play as a male character instead of a female character followed by some kind of masculine name. Doing this, however, can make video games less fun and exciting and could cause the player just quit the game. On the other hand, it's different for the male gamer. Like girl gamers would choose a male character to play as the male gamer would sometimes choose a girl character to play as. But for the male to pick a girl character is very common in the culture. According to Bosson, Prewitt-Freilino, and Taylor, male gamers who try to be female characters are not harassed as much as girl gamers since the male gamers can simply undo the change or just reveal their true identities as a male which reduces the harassing. When it comes to working into the video game development industry, there is a small minority of women within these industries. With 3% of programmers, 11% game designers, 13% of artists and animators, 13% of QA testers, and 16% of producers, these are low numbers for women in the video game development industry. The reason for this may be partly caused by the lack of encouragement due to the negativity or harassing of females in video game culture. Due to being the minority, women in the video game development industry receive stereotypical threats because of being in a male dominant career. There was a hashtag that was created on Twitter that was #1ReasonWhy in which it was reasons why there was a lack of women in the video game industry. Video game designer
Kim Swift Kimberly Swift (born ) is an American video game designer best known for her work at Valve with games such as ''Portal'' and ''Left 4 Dead''. Swift was featured by ''Fortune'' as one of "30 Under 30" influential figures in the video game industr ...
stated that "Because I get mistaken for the receptionist or day-hire marketing at trade shows." Additionally, dominant perceptions of gamers as asocial, straight, white men are also challenged by the presence of gamers who do not identify as heterosexual. For instance, it has been shown by past research that the LGBTQ+ community maintains a notable presence within video game culture. For LGBTQ+ gamers, video games provide an alternate reality in which there is the opportunity for sexual expression, identity formation, and community building. Such communities indicate the development of diverse subcultures within the culture of video games as a whole.


Gaming and popular culture

Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward kids and young teenagers are advertised on
Disney Channel Disney Channel, sometimes known as simply Disney, is an American pay television channel that serves as the flagship property of Disney Branded Television, a unit of the Disney General Entertainment Content division of The Walt Disney Compan ...
,
Cartoon Network Cartoon Network (often abbreviated as CN) is an American cable television channel owned by Warner Bros. Discovery. It is a part of The Cartoon Network, Inc., a division that also has the broadcasting and production activities of Boomerang, Car ...
and Nickelodeon, while games targeted toward older teenagers and adults are advertised on MTV, G4, Comedy Central and in NFL Network.


Gaming as portrayed by the media

From the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, in its early history video gaming had occasionally caught the attention of the mainstream news outlets. In 1972, '' Pong'' became the first video game pop-culture phenomenon. This was followed by ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
'' in 1980. Other video games labeled as pop-culture phenomena include '' Final Fantasy'', '' Halo'', '' Metal Gear'', '' The Legend of Zelda'', '' Tomb Raider'', '' Grand Theft Auto'', ''
Call of Duty ''Call of Duty'' is a first-person shooter video game Media franchise, franchise published by Activision. Starting out in 2003, it first focused on games set in World War II. Over time, the series has seen games set in the midst of the Cold W ...
'', ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'', '' Fortnite'', '' Street Fighter'', ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
'', ''
Pokémon (an abbreviation for in Japan) is a Japanese media franchise managed by The Pokémon Company, founded by Nintendo, Game Freak, and Creatures (company), Creatures, the owners of the trademark and copyright of the franchise. In terms of ...
'', '' Guitar Hero'', ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'', and the '' Mario'' games. As games became more realistic, issues of questionable content arose. The most notable early example is '' NARC'', which through its use of digitized graphics and sound and its adult-oriented theme quickly became a target of the press. These same issues arose again when ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
'' debuted, particularly with its home video game console released on the
Genesis Genesis may refer to: Bible * Book of Genesis, the first book of the biblical scriptures of both Judaism and Christianity, describing the creation of the Earth and of mankind * Genesis creation narrative, the first several chapters of the Book of ...
and Super NES platforms; due to Nintendo's strict content-control guidelines, that system's version of ''Mortal Kombat'' was substantially re-worked to remove any 'extreme' violence. In response to these issues (and in parallel to similar demands made upon the music and movie industries), the ESRB was established to help guide parents in their purchasing decisions. 1993's '' Doom'' caused quite a stir, with its detailed 3D graphics and copious amounts of blood and gore. The 1996 game, Duke Nukem 3D, was accused of promoting pornography and violence; as a result of the criticism, censored versions of the game were released in certain countries. In the 1999
Columbine shootings On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
, violent video games were for a time directly blamed by some for the incident, and labeled as "murder simulators". In 2001, ''
Grand Theft Auto III ''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the ''Grand Theft Auto'' series, following 1999's ''Grand Theft Auto 2'', and the fifth instalment o ...
'' was released, which started the controversy over again.


Streaming


Television channels

The first video game TV show was GamePro TV. The first television channel dedicated to video games and culture, G4, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. '' X-Play'', one of the channel's most popular shows and the highest-rated video game review show, is still produced at G4 until it was bought by Esquire Magazine, who decided to cease X-Play and focus less on the video game oriented audience of G4 and go with their traditional, more general male audience of their magazine.
Ginx TV Ginx TV, officially GINX Esports TV (stylised as GiПX ESPORTSTV), is a United Kingdom-based media group specialised in esports. Founded in 2007, it develops and operates media businesses dedicated to gaming and esports for its international ...
is an international multi-language video game television channel, managed by the former MTV Networks Europe Managing Director Michiel Bakker. There are also video game shows that appear on other channels, such as
Spike TV Paramount Network is an American basic cable television channel owned by the MTV Entertainment Group unit of Paramount Media Networks. The network's headquarters are located at the Paramount Pictures studio lot in Los Angeles. The channel was o ...
, Fuel TV, and MTV. In Korea, there are two cable TV channels fully dedicated to video games
Ongamenet
an
MBCGame
broadcasting professional game leagues that are held in Korea. In Germany, most of the shows and channels dedicated to video games were canceled, although the content was highly appreciated by the video game audience. There was one digital cable and satellite channel with a focus on video games, which was closed in 2009: GIGA Television. Some of the hosts also did their sho
Game One
dedicated to games on the German MTV channel until canceled 2014. The show is quite famous for their sketches on games and video game culture in Germany. The unofficial successor is the YouTube sho
Game Two
financed by public-service broadcasting program funk and produced by the 24/7 online channel Rocket Beans TV, which is dedicated to video game, nerd and pop culture. A similar show was "Reload"; produced for the public-service channel
EinsPlus EinsPlus was a German free-to-air television channel owned by ARD and operated by SWR. The channel launched on 29 August 1997 under the name ''EinsMuXx'', and was renamed ''EinsPlus'' on 23 April 2005. The channel, along with ZDFkultur was c ...
until the channel was announced to close in 2014. The Franco-German TV network arte has a show dedicated to video game culture
Art of Gaming
In Australia, there is one TV show that is based on video games and games. '' Good Game'' on the ABC (Australian Broadcasting Corporation) which broadcasts on channel ABC2. The show is also available as a podcast on iTunes. In Russia, there are one satellite, the "Perviy Igrovoy" (Gaming First) and one cable, "Gameplay TV", video game TV channels. Channels have Internet streams.


Web series

''
AVGN ''The Angry Video Game Nerd'' (abbreviated as ''AVGN'') is an American retrogaming review comedy web series created by and starring James Rolfe. The series centers on Rolfe's titular skit character, often simply shortened to "the Nerd" (somet ...
'' is a show about a fictional character created by James Rolfe. The character is portrayed as a foul-mouthed, short-tempered retro gamer who reviews old video games usually sarcastically and negatively with frequent use of profanity for comical effect. ''
Pure Pwnage ''Pure Pwnage'' (pronounced "pure ownage")The word "pwnage" can be pronounced several different ways. The show's creators pronounce it "ownage". Jeremy justifies this pronunciation with the following statements: "When people say , they sound lik ...
'', was a fictional series chronicling the life and adventures of Jeremy, a self-proclaimed "pro gamer". ''
Red vs. Blue ''Red vs. Blue'', often abbreviated as ''RvB'', is an American web series created by Burnie Burns with his production company Rooster Teeth. The show is based on the setting of the military science fiction first-person shooter series and media fr ...
'' (made by Rooster Teeth), is a
machinima Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''ma ...
(machine-cinema) filmed with the '' Halo'' series of games. The series consist of hundreds of short episodes taking place in their own '' Halo'' based universe. ''
Consolevania ''Consolevania'' is a video games TV show filmed in and around Glasgow, Scotland. It is notable as one of very few online TV shows to make the leap onto broadcast TV as the show ''videoGaiden'', which has had four series shown on BBC Scotland. T ...
'', a game review/sketch show produced in Glasgow, Scotland, was developed into a broadcast series, ''
videoGaiden ''VideoGaiden'' is a Scottish computer games television show that was broadcast by BBC Two Scotland. Its creators and presenters, Robert Florence ("Rab") and Ryan Macleod, were responsible for the internet-distributed videogaming show '' Consolev ...
'' on
BBC Scotland BBC Scotland (Scottish Gaelic: ''BBC Alba'') is a division of the BBC and the main public broadcaster in Scotland. It is one of the four BBC national regions, together with the BBC English Regions, BBC Cymru Wales and BBC Northern Ireland. I ...
. '' The Guild'' is a web series, created by Felicia Day, in which the cast are members of a guild that plays an
MMORPG A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
similar to ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
''. '' Game Grumps'', a show on YouTube in which the cast plays games sent in by viewers. It has a related show called ''Steam Train'' where the cast plays games either on
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization ...
or sent in by independent developers.


Influences on music

Video game music has been utilized by popular musicians in many ways. The earliest example was the electronic music band Yellow Magic Orchestra's self-titled album, released in 1978, which utilized '' Space Invaders'' samples as instrumentation. In turn, the band would have a major influence on much of the video game music produced during the
8-bit In computer architecture, 8-bit Integer (computer science), integers or other Data (computing), data units are those that are 8 bits wide (1 octet (computing), octet). Also, 8-bit central processing unit (CPU) and arithmetic logic unit (ALU) arc ...
and 16-bit eras. During the golden age of arcade video games in the early 1980s, it became common for
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
sounds and bleeps to be utilized, particularly in early hip hop music,
synthpop Synth-pop (short for synthesizer pop; also called techno-pop; ) is a subgenre of new wave music that first became prominent in the late 1970s and features the synthesizer as the dominant musical instrument. It was prefigured in the 1960s a ...
, and
electro music Electro (or electro- funk)Rap meets ...
.
Buckner & Garcia Buckner & Garcia was an American musical duo consisting of Jerry Buckner and Gary Garcia from Akron, Ohio. Their first recording was made in 1972, when they performed a novelty song called "Gotta Hear the Beat", which they recorded as Animal Ja ...
's '' Pac-Man Fever'', released in 1982, featured songs that were both about famous arcade games like ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
'', '' Donkey Kong'' and '' Berzerk'', and also used the sound samples from the games themselves as instrumentation. In 1984, former Yellow Magic Orchestra member Harry Hosono produced an album entirely from Namco arcade game samples, entitled ''Video Game Music''.
Aphex Twin Richard David James (born 18 August 1971), best known as Aphex Twin, is an Irish-born British musician, composer and DJ. He is known for his idiosyncratic work in electronic music, electronic styles such as techno, ambient music, ambient, and jun ...
, an experimental electronic artist, under the name "PowerPill" released the ''Pacman'' EP in 1992 that featured a heavy use of ''Pac-Man'' sound effects. An entire music genre called
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
s, or sometimes gamewave, have artists dedicated to using the synthesizer sets that came with past video game consoles and computers, particularly the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness ...
and the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
. These bands include
Mr. Pacman Mr. Pacman is a bitpop/gamewave (or as the band calls themselves, "8-bit hero gangsta rock") band from Denver, Colorado. Described as a performance art project as well as a band, Mr. Pacman's live shows include martial arts fighting with monste ...
,
8 Bit Weapon 8 Bit Weapon is an American chiptune music band formed in Ventura County, California, by Seth and Michelle Sternberger. It was originally created by Seth Sternberger around 1998. Its instruments consists primarily of old 8-bit and 16-bit computers ...
,
Goto 80 GoTo (goto, GOTO, GO TO or other case combinations, depending on the programming language) is a statement found in many computer programming languages. It performs a one-way transfer of control to another line of code; in contrast a function ca ...
,
50 Hertz 5 (five) is a number, numeral and digit. It is the natural number, and cardinal number, following 4 and preceding 6, and is a prime number. It has attained significance throughout history in part because typical humans have five digits on eac ...
and Puss. The influence of retro video games on contemporary music can also be seen in the work of less purist " Bitpop" artists, such as Solemn Camel Crew and Anamanaguchi. Moreover, many gamers collect and listen to video game music, ripped from the games themselves. This music is known by its file extension and includes such formats as: SID (Commodore 64),
NSF NSF may stand for: Political organizations *National Socialist Front, a Swedish National Socialist party *NS-Frauenschaft, the women's wing of the former German Nazi party *National Students Federation, a leftist Pakistani students' political gr ...
(NES) and SPC (SNES). Cover bands like
Minibosses Minibosses is an American progressive rock band originally from Northampton, Massachusetts and now located in Phoenix, Arizona. They are known for their video game music covers, which are instrumental rock variations of the theme music from cl ...
perform their own instrumentations, and groups like
The Protomen The Protomen are an American rock band, who started their career on and are perhaps most widely known for composing concept albums loosely based on the video game series '' Mega Man''. Their stage names are largely references to pop culture film ...
have written rock operas inspired by the
Mega Man ''Mega Man'', known as in Japan, is a Japanese science fiction video game franchise created by Capcom, starring a series of robot characters each known by the moniker "Mega Man (character), Mega Man". Mega Man (video game), The original game w ...
video games, while communities like OverClocked ReMix have released thousands of game music arrangements in a variety of genres and have influenced the careers of several game composers. A comedy subgenre has developed increasing the popularity of several musicians including Jonathan Coulton, famous for the song Still Alive featured in the credits of Valve's ''Portal'', an
Jonathan Lewis
songwriter and composer credited with the ''Half-Life''-themed parody album
Combine Road
'. Full orchestras, such as the Symphonic Game Music Concert tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the '' Final Fantasy'' series, the '' Metal Gear'' series, and
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
themed music, such as the '' Mario & Zelda Big Band Live'' Concert. In Japan, ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' symphonic concerts are performed yearly, ever since their debut in 1987.


Video game and film crossovers


Films based on video games

Examples of films based on video games include '' Street Fighter'', ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
'', '' BloodRayne'', '' Doom'', '' House of the Dead'', '' Alone in the Dark'', '' Resident Evil'', '' Silent Hill'', '' Tomb Raider'', ''
Assassin's Creed ''Assassin's Creed'' is an open-world, action-adventure, and stealth game franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil and its more advanced derivatives. Created by Patrice D ...
'', and '' Warcraft''. Until 2019, films based on video games generally had carried a negative connotation for lackluster quality, typically attributed to the difficulties of translating an interactive work to a passive form of entertainment. The commercial and critical success of the films '' Detective Pikachu'' and ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformers mo ...
'' in 2019 led to a turnaround for video game adaptions.


Movies about video games

Hollywood has also created films that are about video games themselves. The golden age of arcade video games in the early 1980s led to several films based around arcade games, including '' Tron'' (1982), '' WarGames'' (1983), and '' The Last Starfighter'' (1984). '' The Wizard'' (1989) was notable for featuring the first look at the upcoming game ''
Super Mario Bros. 3 ''Super Mario Bros. 3'' is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released for home consoles in Japan on October 23, 1988, in North America on February 12, 1990 and in Europe on ...
'' for the Nintendo Entertainment System. Most films related to video games in the 1990s and 2000s were subsequently adaptions of games, rather than dealing with the medium itself, though the concept of video games remained as a central theme in works like '' Grandma's Boy'' (2006), ''
Stay Alive ''Stay Alive'' is a 2006 American supernatural horror film directed by William Brent Bell, who co-wrote it with Matthew Peterman. The film was produced by Joseph McGinty Nichol, and released on March 24, 2006 in the United States. It was the first ...
'' (2006), and ''
Gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
'' (2009). The 2010s introduced a new way of film which expanded on using video games as virtual world within the film. These include '' Tron: Legacy'' (2010, a sequel to the original ''Tron''), '' Scott Pilgrim vs. the World'' (2010), '' Wreck-It Ralph'' (2012) and its sequel ''
Ralph Breaks the Internet ''Ralph Breaks the Internet'' is a 2018 American computer-animated comedy film produced by Walt Disney Animation Studios and distributed by Walt Disney Studios Motion Pictures. The 57th animated film produced by the studio and the sequel to ...
'' (2018), '' Pixels'' (2015), '' Jumanji: Welcome to the Jungle'' (2017) and its sequel '' Jumanji: The Next Level'' (2019), '' Ready Player One'' (2018), '' Free Guy'' (2021), and '' Space Jam: A New Legacy'' (2021).


Interactive movies

Interactive movies as a computer and video game genre were the result of the multimedia expansion of computers and
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed i ...
s in the mid-1990s, primarily because of the increased capacity offered by the
laserdisc The LaserDisc (LD) is a home video format and the first commercial optical disc storage medium, initially licensed, sold and marketed as DiscoVision, MCA DiscoVision (also known simply as "DiscoVision") in the United States in 1978. Its diam ...
format. Interactive movies started on arcade machines in 1983, but quickly expanded to computers and video game consoles such as the Sega CD, the Phillips CD-i and the
3DO Interactive Multiplayer The 3DO Interactive Multiplayer, also referred to as simply 3DO, is a home video game console developed by The 3DO Company. Conceived by entrepreneur and Electronic Arts founder Trip Hawkins, the 3DO was not a console manufactured by the company ...
. The games are characterized by more emphasis on cinematic sequences, using full-motion video and voice acting. Interactive movie games have been made in several genres, including
adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw ...
s, rail shooters, and
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
s. The first interactive movie game was '' Dragon's Lair'', originally released in the arcades in 1983, making it the first game to use a laserdisc and animation by Don Bluth, a man who worked for Disney on features like '' Robin Hood'', '' The Rescuers'', and ''
Pete's Dragon ''Pete's Dragon'' is the title of two Disney live-action films: * ''Pete's Dragon'' (1977 film) * ''Pete's Dragon'' (2016 film) {{Short pages monitor


Sources

* {{DEFAULTSORT:Video Game Culture Nerd culture