In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.
Competitive video and computer game play is nothing new; what is new in the world of digital gaming is the emergence of professional computer game play. This BIT explores how a form of play becomes a sport, with professional players, agents, referees, leagues, tournaments, sponsorships, and spectators.
Uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. This BIT examines the sources of that uncertainty, from doubts about performance to a game’s elements of randomness.
Every day, hundreds of millions of people around the world play video games—on smart phones, on computers, on consoles—and most of them will experience failure at some point in the game; they will lose, die, or fail to advance to the next level. Not completing Super Real Tennis is not a tragedy. But it feels like a failure. This BIT explores how it feels when we fail.
The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. This BIT examines the interplay between computation and culture in the Atari emulator Stella and the Atari VCS game Combat.