Video games have been around as a form of mass culture for just over 40 years, but only recently have they become so prevalent and so embedded in our lives — socially, politically, economically — that they could be fully taken for granted. In spring 2018, Fortnite reached a level of total cultural saturation in the U.S. that’s usually reserved for TV shows, movies, or Harry Potter. The game appears in virtually every classroom, bus stop, and teenage bedroom in the country and has achieved a level of ubiquity that sees professional athletes and pop stars appear on livestreams with star gamers, and teens doing the floss while they wait at crosswalks.
In the past, even as video games steadily wove their way deeper into the fabric of American culture, they tended to breach the national consciousness only as crazes (Pac-Man Fever) or controversies (the graphic violence of Doom or Grand Theft Auto). Video games were covered as a specialist hobby, and when a game would spark a moral panic, people in gaming circles would more or less accurately point out that the vast majority of people talking about games had never played any and had no idea what they were about. In other words, the rare moments when games become noteworthy also reinforced their marginality — and the subcultural prestige of gamers.
But lately the grounds have shifted. It’s becoming increasingly indisputable that video games are just a part of mainstream American life, an established cultural medium in their own right, as central as any of the other major entertainment industries. The money doesn’t lie: In 2014, the video game industry was making more money annually than the film and music industries combined. Last year the industry was valued at $116 billion, putting it in the same ballpark as global sports revenue, which is estimated between $130 billion and $150 billion. If growth patterns continue, video games will eclipse that by 2020.
Video games are often seen as a subdevelopment in the broader revolutions in information and communications technology that have marked the “digital age.” And while games have played a crucial role in driving mass adoption and affection for phones and techno-culture more generally, they have also superseded cinema and TV to be the dominant visual medium of our time.
And so games are increasingly breaking through into mainstream discourse. The rise of Fortnite is illustrative: It has become massively popular without controversy or even much moral panic beyond some pro forma “this new thing teens like, surely it’s bad?!?” coverage. The fact of Fortnite’s game-ness is rarely mentioned: that there would be such a hubbub over a video game is not considered a story. With Fortnite, video games have achieved one form of full cultural maturity, namely, ubiquity to the point where mainstream media explanation is beside the point. Fortnite is not marginal nor is it being marginalized. It’s just a megahit cultural product, like a blockbuster movie or hit single.
Given video games’ newly taken for granted prominence, it’s imperative to analyze how they fit into the mainstream of contemporary economic practices and ideology. Why have video games emerged in this moment, growing as the earlier visual media forms have stagnated, losing audiences and drifting toward the margins of culture? What has the medium’s material role been under capitalism? How has it reflected or shaped the specific ways capitalism has developed since 1973, when the series of crises that would lead to the neoliberal era began? (Incidentally, the first mass-market video game, Pong, was released in 1972.)
In the past, even as video games steadily wove their way deeper into the fabric of American culture, they tended to breach the national consciousness only as crazes (Pac-Man Fever) or controversies (the graphic violence of Doom or Grand Theft Auto). Video games were covered as a specialist hobby, and when a game would spark a moral panic, people in gaming circles would more or less accurately point out that the vast majority of people talking about games had never played any and had no idea what they were about. In other words, the rare moments when games become noteworthy also reinforced their marginality — and the subcultural prestige of gamers.
But lately the grounds have shifted. It’s becoming increasingly indisputable that video games are just a part of mainstream American life, an established cultural medium in their own right, as central as any of the other major entertainment industries. The money doesn’t lie: In 2014, the video game industry was making more money annually than the film and music industries combined. Last year the industry was valued at $116 billion, putting it in the same ballpark as global sports revenue, which is estimated between $130 billion and $150 billion. If growth patterns continue, video games will eclipse that by 2020.
Video games are often seen as a subdevelopment in the broader revolutions in information and communications technology that have marked the “digital age.” And while games have played a crucial role in driving mass adoption and affection for phones and techno-culture more generally, they have also superseded cinema and TV to be the dominant visual medium of our time.
And so games are increasingly breaking through into mainstream discourse. The rise of Fortnite is illustrative: It has become massively popular without controversy or even much moral panic beyond some pro forma “this new thing teens like, surely it’s bad?!?” coverage. The fact of Fortnite’s game-ness is rarely mentioned: that there would be such a hubbub over a video game is not considered a story. With Fortnite, video games have achieved one form of full cultural maturity, namely, ubiquity to the point where mainstream media explanation is beside the point. Fortnite is not marginal nor is it being marginalized. It’s just a megahit cultural product, like a blockbuster movie or hit single.
Given video games’ newly taken for granted prominence, it’s imperative to analyze how they fit into the mainstream of contemporary economic practices and ideology. Why have video games emerged in this moment, growing as the earlier visual media forms have stagnated, losing audiences and drifting toward the margins of culture? What has the medium’s material role been under capitalism? How has it reflected or shaped the specific ways capitalism has developed since 1973, when the series of crises that would lead to the neoliberal era began? (Incidentally, the first mass-market video game, Pong, was released in 1972.)
by Vicky Osterweil, Real Life | Read more:
Image: Viktor Timofeev