This week in
LIS 201, we read Stephen Kline’s article, “The New Cyber-City: The Interactive
Game Industry in the New Millennium.” This article was taken from the book Digital
Play: The Interaction of Technology, Culture, and Marketing, which was
published in 2003. Stephen Kline did not
only write the book, Nick Dyer-Witheford and Greig de Peuter who also studied
media analysis also wrote it. The commended book was published by
McGill-Queen’s University Press and has only received great reviews. The
authors are noted for “undertaking this major history of the video game in our
contemporary global economy” according to Dowler of York University. He has
also written two other books titled Globesity, Food, Marketing, and Family
Lifestyles and Out of the Garden: Toys, TV, and Children’s Culture in
the Age of Marketing.
Stephen
Kline graduated from the London School of Economics and Political Science. He
has specialized in media analysis since his time at the London School of
Economics and continues to teach it as a professor at Simon Fraser University.
Here, he is also the director of media analysis and the director of the
research department in this field. Because of these opportunities, he is known
as an expert when it comes to all different types of medias and how they impact
society. All of his recent publications have focused on children’s media and
video game audiences, media literacy, the media’s relationship to sedentary
lifestyle, and parenting strategies.
Kline’s
view on “gaming” is an interesting one judging by the article. While most people
believe that video games are just a good past time, or some will even go far
enough to say that they are a “waste” of time, Kline argues that there is more
too video games than just being an entertainment outlet. Video games are moving
from the console medium, to incorporating movies, Internet, etc. Its main focus
is on profit and because of this, unethical and immoral choices are made. An
example of this would be the violent video games that young kids buy and play.
Many of its games are created from military training software, making it all
the more realistic. MIME NET, military industry media entertainment network is just
one of these types of software. MIME NET creates stimulators for people to go
into to feel like they’re actually in combat when obviously they really aren’t.
Other
professors studying media analysis did many of the critiques to this
article. This makes me feel confident
that the information the Kline writes about is all accurate and truthful. One
of the reviews said, “Digital Play is one
of the few books currently available that provides an insightful look into the
social, cultural, and economic relationships between game players, and the
engaging game texts, technologies, and market forces of the information age,”
which I think ties it all together. One thing that I would like to note is that
this article was published in 2003. I am confident that the video game industry
has changed drastically since then so I would be curious to see what Kline
would say about the industry now versus then.

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