[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-35833":3,"doc-seo-35833":29},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":4,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":13,"seo_description":14,"update_tm":27,"read_time":28},35833,1374391974468,"Eden","https://ap-avatar.wpscdn.com/davatar_29158cc5080c5b710cf443261637dec0",8,"Research & Report","The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames","The Corruption of Play presents an academic analysis of how ideology operates within AAA videogames by mapping their “play-space.” Christopher McMahon examines key mechanisms through multiple lenses, including neoliberalism’s influence on game play, cognitive mapping techniques for critical engagement, identity structures shaped by menus and spaces, and agency expressed through NPCs, progression systems, and player interactions. The argument links consumption practices such as DLC and microtransactions to broader cultural claims, concluding with reflections on how established forms dissolve in VR.","","cbCaicbUOoUlwMnc","https://ap.wps.com/l/cbCaicbUOoUlwMnc","pdf",66065323,1,177,"English","en",105,"# Introduction\n## The State of Play\n## The Argument\n## Overview of Chapters\n# Chapter 1 Play\n## It's in the Game\n## Play for the Sake of it\n# Chapter 2 Neoliberalism\n## Understanding Neoliberalism\n## The Neoliberalisation of Play\n## Why Oppose Neoliberalism\n# Chapter 3 Cognitive Mapping\n## Developing a Critical Approach\n## Cognitive Mapping\n## The Entrepreneurial Player and the Cult of Gaming\n# Chapter 4 Identity\n## Maps and Menus\n## Space is Waste\n## When I'm Dead, Just Throw Me in the Trash!\n# Chapter 5 Agency\n## Non-playable Characters and Level Progression\n## Another Settlement Needs Your Help\n## Glitches Get Stitches\n# Chapter 6 Consumption\n## Downloadable Content and Microtransactions\n## How Can I Play More? And How Can I Play Better?\n## Credits Will Do Fine\n# Conclusions\n## All That Is Solid Melts into VR\n# Ludography\n# Bibliography\n# Index","[{\"question\":\"What is the central concept of “ideological play-space” in the book?\",\"answer\":\"The book maps how AAA videogames embed ideological structures into the experience of play. It treats play as a space shaped by political-economic and cultural forces.\"},{\"question\":\"How does the book connect neoliberalism to videogame play?\",\"answer\":\"It outlines neoliberalism’s core ideas and shows how work, entrepreneurial identity, and the neoliberalisation of play shape the incentives and meanings within games. It also argues why neoliberal framing should be opposed.\"},{\"question\":\"Which in-game systems are analyzed as drivers of ideology through consumption and player agency?\",\"answer\":\"Consumption is examined through DLC and microtransactions, including teaching and gambling dynamics. Player agency is analyzed via NPC interactions, level progression, and glitches, highlighting how actions and rewards are structured.\"}]",1782594944,446,null]