The Britishness of 'British Video Games'

Webber, Nick (2018) The Britishness of 'British Video Games'. International Journal of Cultural Policy. ISSN 1028-6632

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Webber - Britishness of British Video Games.pdf - Accepted Version

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British government policy has much to say about video games, through
production support, regulation, and recognition (or lack of it) of their cultural
nature, with games defined and promoted as part of the creative industries in a
manner which owes much to film policy. Yet the drive to promote both the
games industry and games culture, and the inconsistent usage of terms like
culture and creativity, produces tensions between different elements of
‘Britishness’, expressed and experienced not only through policy, but also
through the creation and consumption of games. In considering the specificity
of games’ contribution to British identity, therefore, we must understand how
different elements of cultural policy interact with the interests of audiences and
creators to define ‘British games’ – games which have the quality of being, or
being seen to be, British. Such games might be expected not only to represent
British culture within a global marketplace, and to project soft power, but also
to address the British nation in some manner. This diversity, of global and
local, of present-mindedness and nostalgia, suggests that British games
articulate a complex and plural sense of national (cultural) identity.

Item Type: Article
Date: 7 March 2018
Uncontrolled Keywords: Video games, British games, national identity, tax relief, cultural diplomacy
Subjects: P300 Media studies
Divisions: Faculty of Arts, Design and Media > Birmingham School of Media
Faculty of Arts, Design and Media > Centre for Media and Cultural Research
REF UoA Output Collections > REF2021 UoA34: Communication, Cultural and Media Studies, Library and Information Management
Depositing User: Nick Webber
Date Deposited: 04 Mar 2018 12:18
Last Modified: 07 Sep 2019 03:00

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