This essay will attempt to show that Anglo-American culture research can make a significant contribution to a better understanding of digital games, their production contexts and acquisition processes. A close examination of a game’s production context will shed light on structures, processes and ideologies which influence the development of a game on a conscious or unconscious level. The analysis of the game itself can reveal models of society presented in the game, intrinsic identification potentials and creative acquisition potentials. But the way the game is eventually adopted by the player can only be made clear by a close examination of its acquisition and the various forms of reception and enjoyment it induces.
['Markus Wiemker']
Cultures of Digital Gamers: Practices of Appropriation.