Carly Kocurek
Illinois Institute of Technology, Department of Humanities, Faculty Member
- History, Digital Humanities, Pedagogy, Violence, History of Video Games, Game History, and 20 moreGender Studies, Arcades, Video Games, American Studies, Game studies, Game Design, Games, Videogames, Gaming, Moral Panic, Video Game History, History of Games, Video gaming, Death Race, Exidy, Arcade, Cultural Studies, Critical Theory, Cultural Theory, and Popular Cultureedit
- I'm active on Twitter @sparklebliss. I research the history of video games from the perspective of an American Stu... moreI'm active on Twitter @sparklebliss.
I research the history of video games from the perspective of an American Studies scholar with an emphasis on gender. My courses cover game studies, media studies, and digital culture at the graduate and undergraduate levels.edit
Alternative blood is a practice in video games in which on-screen characters bleed green or other off-coloured blood when killed. The practice, intended to minimise in-game violence and reduce the depiction of gore, has become common... more
Alternative blood is a practice in video games in which
on-screen characters bleed green or other off-coloured
blood when killed. The practice, intended to minimise
in-game violence and reduce the depiction of gore, has
become common since the release of Carmageddon (1997)
and can be deployed as a means of either placating
ratings boards and censors or offering players greater
in-game choice, as in the case of Serious Sam 3 (2011).
This article suggests that alternative blood and the more
general depiction of on-screen targets as ‘monstrous’ as
currently deployed in video games often serves to
dehumanise the familiar and limit the presentation of
death. Instances from video games in the horror, Western
and war genres are examined and placed in a context
that considers the history of these genres and of
thematically related propaganda. This analysis suggests
that the justification of deaths through alternative blood
and monstrousness may not dampen the impact of
violence in the way that developers and moral guardians
might assume. Ultimately, this article argues that the
desire to minimise the impact of in-game deaths by
rendering victims as ‘monsters’ enacts a type of cultural
violence by dehumanising them. This aesthetic
dehumanisation of in-game victims echoes propaganda
strategies used to justify historical violence and may have
negative social consequences and should be further
studied.
on-screen characters bleed green or other off-coloured
blood when killed. The practice, intended to minimise
in-game violence and reduce the depiction of gore, has
become common since the release of Carmageddon (1997)
and can be deployed as a means of either placating
ratings boards and censors or offering players greater
in-game choice, as in the case of Serious Sam 3 (2011).
This article suggests that alternative blood and the more
general depiction of on-screen targets as ‘monstrous’ as
currently deployed in video games often serves to
dehumanise the familiar and limit the presentation of
death. Instances from video games in the horror, Western
and war genres are examined and placed in a context
that considers the history of these genres and of
thematically related propaganda. This analysis suggests
that the justification of deaths through alternative blood
and monstrousness may not dampen the impact of
violence in the way that developers and moral guardians
might assume. Ultimately, this article argues that the
desire to minimise the impact of in-game deaths by
rendering victims as ‘monsters’ enacts a type of cultural
violence by dehumanising them. This aesthetic
dehumanisation of in-game victims echoes propaganda
strategies used to justify historical violence and may have
negative social consequences and should be further
studied.
Research Interests:
This article interrogates the importance of feelies for game design and game history, making the case for considering feelies not as ephemera, but as essential game components. Feelies have often been treated as supplementary aspects of... more
This article interrogates the importance of feelies for game design and game history, making the case for considering feelies not as ephemera, but as essential game components. Feelies have often been treated as supplementary aspects of game design, as evidenced by the reissue and even archiving of games without feelies. However, researchers would do well to consider carefully the impact feelies have on player experience, particularly as practices established around these early games continue to inform game design; too much attention to the digital components of games can efface the physicality of video games and artificially simplify interpretations.
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In 1976, Exidy's Death Race triggered the United States’ first video gaming moral panic. Public outrage not only fueled sales of the game and made Exidy a household name, but established a pattern by which controversial games receive a... more
In 1976, Exidy's Death Race triggered the United States’ first video gaming moral panic. Public outrage not only fueled sales of the game and made Exidy a household name, but established a pattern by which controversial games receive a high levels of press attention, which in turn drives these games' marketplace success. Exidy released Death Race in the midst of changing cinema production codes and distribution regulations that led to the emergence of films featuring unprecedented displays of violence and sexuality. The game is based on one of these films, Death Race 2000, in which competitors in the Annual Transcontinental Road Race mow down pedestrians for points. Although the filmmakers did not authorize the use of their concepts for the game, the game relies directly on the film's narrative. The chase-and-crash game invites players to strike stick-figure "gremlins" with on-screen cars. Context, including the game's cabinet graphics and the film, contributed to moral guardians' perception that the game was celebrating violence. However, Death Race was distributed in a market filled with numerous other violent games. This suggests the game triggered outrage not only because it was violent, but because it depicted violence which questioned the state's monopoly on legitimized violence and did not follow culturally accepted narratives of violence, such as military or police violence, or the western. Public disapproval of Death Race did not squelch distribution, instead driving sales and vaulting Exidy into the national spotlight. Discourse surrounding Death Race forged a strong tie between video gaming and violence in the public imagination, ensuring the development of similarly violent games. This bond has persisted and led to the development of several similar games, including the controversial Grand Theft Auto franchise, which is the progeny of Death Race in both narrative theme and reception.
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* Taylorism 2.0: Gamification, Scientific Management and the Capitalistic Appropriation of Play by Jennifer deWinter, Carly A. Kocurek, and Randall Nichols * Zombification?: Gamification, Motivation, and the User by Steven... more
* Taylorism 2.0: Gamification, Scientific Management and the Capitalistic Appropriation of Play by Jennifer deWinter, Carly A. Kocurek, and Randall Nichols
* Zombification?: Gamification, Motivation, and the User by Steven Conway
* Gamification as Twenty-first-century Ideology by Mathias Fuchs
* Towards Gamification Transparency: A Conceptual Framework for the Development of Responsible Gamified Enterprise Systems by Marigo Raftopoulos
* Interview: America’s Army and the Military Recruitment and Management of ‘Talent’: An Interview with Colonel Casey Wardynski
* Zombification?: Gamification, Motivation, and the User by Steven Conway
* Gamification as Twenty-first-century Ideology by Mathias Fuchs
* Towards Gamification Transparency: A Conceptual Framework for the Development of Responsible Gamified Enterprise Systems by Marigo Raftopoulos
* Interview: America’s Army and the Military Recruitment and Management of ‘Talent’: An Interview with Colonel Casey Wardynski
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Reading Contemporary Television Series Editors: Kim Akass and Janet McCabe janetandkim@hotmail.com The Reading Contemporary Television series aims to offer a varied, intellectually groundbreaking and often polemical response to what is... more
Reading Contemporary Television Series Editors: Kim Akass and Janet McCabe janetandkim@hotmail.com The Reading Contemporary Television series aims to offer a varied, intellectually groundbreaking and often polemical response to what is happening ...
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" Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability... more
" Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade.
From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes.
Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.
A case study of this once emergent and now revived medium, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond." (Publisher's Summary)
From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes.
Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.
A case study of this once emergent and now revived medium, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond." (Publisher's Summary)
