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G|A|M|E – The Italian Journal of Game Studies
Steve Anderson's peer-reviewed essay "Bad Object 2.0: Games and Gamers" examines how American film and television have depicted video games and their players over roughly four decades, from the 1970s through the 2000s. Rather than studying games or gamers directly, the work focuses on the cultural discourse that Hollywood produced about them. The central thesis is that these depictions shifted from fascination and relative acceptance during the 1970s and 1980s to a dominant discourse of denunciation, in which gamers were linked to violence, addiction, and repressed sexuality, while still allowing for notable exceptions that invite more nuanced readings.
The study argues that this representational trajectory correlates closely with the economic fortunes of the games industry. After a massive collapse in 1983 and a home-console rebound in the 1990s, console games became thoroughly integrated into American households and, by the 2000s, posed a viable commercial threat to film and television. The analysis also identifies a consistent distinction in how platforms were treated: home console games were depicted more critically than arcade or PC-based games, which received more generous or nuanced portrayals. The author cautions against deterministic readings and does not claim that industry interests directly motivated Hollywood's portrayals.
The project is organized as an annotated, multimedia archive built on the Scalar platform, containing a large collection of clips dating back to 1973. Its structure is non-linear, with individual argumentative "paths" designed to be readable independently, and the full media set is also hosted on the Critical Commons sub-archive for further use. The author frames the work as an interpretive starting point rather than a scientific evaluation, and presents its clip sample as illustrative rather than exhaustive.
DiGRA · 2026