The Formation of Gaming Culture: UK Gaming Magazines, 1981–1995 DOI: 10.1057/9781137305107.0001 Previously published by the author AESTHETIC THEORY AND THE VIDEO GAME (2011) COMPUTER GAMES AND THE SOCIAL IMAGINARY (2013) DOI: 10.1057/9781137305107.0001 The Formation of Gaming Culture: UK Gaming Magazines, 1981–1995 Graeme Kirkpatrick University of Skövde, Sweden DOI: 10.1057/9781137305107.0001 © Graeme Kirkpatrick 2015 Softcover reprint of the hardcover 1st edition 2015 978-1-137-30509-1 All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission. No portion of this publication may be reproduced, copied or transmitted save with written permission or in accordance with the provisions of the Copyright, Designs and Patents Act 1988, or under the terms of any licence permitting limited copying issued by the Copyright Licensing Agency, Saff ron House, 6–10 Kirby Street, London EC1N 8TS. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damages. Th e author has asserted his right to be identifi ed as the author of this work in accordance with the Copyright, Designs and Patents Act 1988. First published 2015 by PALGRAVE MACMILLAN Palgrave Macmillan in the UK is an imprint of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan in the US is a division of St Martin’s Press LLC, 175 Fift h Avenue, New York, NY 10010. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN: 978-1-137-30510-7 PDF ISBN: 978-1-349-45470-9 A catalogue record for this book is available from the British Library. A catalog record for this book is available from the Library of Congress. www.palgrave.com/pivot doi: 10.1057/9781137305107 Contents List of Figures vii Acknowledgements ix Introduction 1 1 Approaching Video Game History 5 1.1 Context: UK computers in the 1980s 7 1.2 Indeterminacy and the magazines 11 1.3 ‘Born twice’: the analogy with cinema 16 1.4 Field, habitus, illusio 18 2 S tudying the Magazines 27 2.1 Th e magazines 28 2.2 Themes and counts 32 2.3 L imitations 40 3 Getting a Feel for the Games 42 3.1 Magazines and gaming culture 44 3.2 Shaping perceptions: games from software 48 3.3 The terms of game appraisal 54 3.4 G amer habitus and the authentic gamer identity 67 4 Game Addicted Freaks 73 Introduction 74 4.1 Children, adults, gamers 77 4.2 Afflictions of our times 84 4.3 The limits of play 91 4.4 Gaming: oddly normal 97 DOI: 10.1057/9781137305107.0001 v vi Contents 5 Wimps, YOBs and Game Busters 101 5.1 Diversity and sexism in early games 105 5.2 Gendered articulation of gaming discourse 111 5.3 Gamer performance as male prowess 118 Conclusion: Gaming Culture and Game Studies 125 References 131 Name Index 137 Subject Index 138 DOI: 10.1057/9781137305107.0001 List of Figures 1.1 Advertisement for Electronics and Computing magazine, which appeared in gaming oriented magazines in 1985 15 2.1 Cover of the first dedicated gaming magazine, Computer and Video Games November 1981 29 3.1 Zzap! presents its readers with a glossary of terms used in articles and reviews in the magazine 49 3.2 Criteria used in Zzap! 1985–6. The game reviewed here was International Basketball by Commodore 56 3.3 Changes to evaluative criteria 1983–6 63 4.1 Advert for ‘Audiogenic’ software company 78 4.2 Advert for Chromasonic Personal Computers 85 4.3 Results of content analysis counting occurrences of ‘addiction’; metaphors invoking drug abuse and altered mental states; educational benefits of computer use, and references to bodily harm associated with excessive use, 1983–91 88 4.4 Ad recruiting ‘hacker’ programmers to make games 94 4.5 CVG announces the closure of the ‘microsell’ section, a regular feature of the magazine 96 5.1 Advert for The Naughty One, Sphinx Games 1982 106 5.2 Count of statements that are reflective on gender; exclusionary of females; apply DOI: 10.1057/9781137305107.0002 vii viii List of Figures normative standard of masculinity to gamer performance in the magazines, 1983–9 114 5.3 A dvert for ‘Mr T’ software 115 5.4 ‘Sadie’s high scores’ first appearance 121 C.1 Diagrammatic representation of constitutive tensions of gaming’s field 127 DOI: 10.1057/9781137305107.0002 Acknowledgements This book would not have been possible without the work of Stephen Stuttard, who has performed a valuable service for the scholarly community by scanning complete back issues of the magazines in the study. I am also grateful to Roger Kean and Oliver Frey of Newsfield publications, who kindly gave me permission to use images from the magazines in what follows. Figure 4.3 previously appeared in the journal New Media & Society and is reproduced here by their kind permission. Writing this book has been mostly quite a solitary endeav- our but I have been greatly encouraged by conversations with some wonderful people and without them writing it would have been much more difficult, if not impossible. Helen Kennedy inspires me every time we get to talk, which doesn’t happen often enough. Jonas Linderoth, Velli-Matti Karluhahti, Maria B. Garda, Feng Zhu, Melanie Swalwell and Olli Tapio Leino encouraged me to develop, improve and sharpen my arguments and I am grateful to them. Ashley Brown kept going on about normativity until finally I paid attention – I hope she is satisfied with the result. Paul Brown’s childhood stories of game piracy were on my mind during the writing of Chapter 4. He, Cheryl Martens and Theodor Araby-Kirkpatrick helped with ‘inter-coder reli- ability’ and each made important and useful comments on the research design, for which I am grateful. I owe thanks to my father Jonty Kirkpatrick for buying me my first computer and for plenty of other things as well. Finally, thanks to Sarah Carling who has to put up with me the most when I’m writing yet always manages to find the right words at the right time. DOI: 10.1057/9781137305107.0003 ix