Page 1 of 16

Advances in Social Sciences Research Journal – Vol. 10, No. 6

Publication Date: June 25, 2023

DOI:10.14738/assrj.106.14911.

Vindigni, G. (2023). Decoding Cultural Affinity in Video Games: An Examination of Narrative Expression, Visual Aesthetics, and

Interactive Design in The Digital Era. Advances in Social Sciences Research Journal, 10(6). 290-305.

Services for Science and Education – United Kingdom

Decoding Cultural Affinity in Video Games: An Examination of

Narrative Expression, Visual Aesthetics, and Interactive Design in

The Digital Era

Giovanni Vindigni

DIPLOMA Hochschule,

University of Applied Sciences,

Bad Sooden-Allendorf, Germany

ABSTRACT

Academic discourse and studies have investigated the interplay between video

games and cultural heritage, concerning how cultural values link digital

transformations with traditional narratives in the form of a convergent structure

[1; 2; 3; 4; 5; 6]. According to Champion [1], Borowiecki and Prieto-Rodriguez [6],

video gaming is a contemporary digital medium that amplifies the expression of

storytelling and allows users to serve as both drama performers and audience

members. In addition, video games reflect the cultural aspects of society through

visual aesthetics, where architectural features, the cutting-edge culture of video

game casts, and iconographic landscapes depict the elements of contemporary art

[7]. Game theory is a theoretical framework that helps study the cooperation and

conflict among diverse agents identified as players representing different cultural

aspects [8; 9; 10]. Conversely, Warmelinks' [11] online game interactivity theory

will aid in addressing how different designs and interactivity aspects of players,

games, and the computer reflect cultural affinity in video games [12; 13; 14]. This

article conducts a theory- and investigator-triangulation survey of cultural affinity

in video games by addressing the polysemous aspects with regard to theoretical

discourse. The article will also focus on the question of whether, in the view of

international system-theoretical discourse in the social engineering context,

contextual factors that may be falsified abductively are present, thereby leading to

negative connotations. Lastly, the article will explain the product-specific status of

the video game industry and the video game product as captured in both academic

discourse and practise.

Keywords: Games, Cultural Affinity, Video Games, Serious Games, Narrative Expression,

Visual Aesthetics, Interactive Design, Digital Era, Cultural Heritage, Contemporary Art,

System-theoretical Discourse, Iconographic Landscapes, Game Theory, Transmedia,

Social Engineering, Game Studies.

THEORETICAL BACKGROUND

Video games have become a vital hub of cultural and social participation because they portray

different cultural identities as players adopt specific fictional characters [15; 16; 17; 18; 19]. To

better comprehend the cultural affinity of video games, this article applies knowledge of game

theory and Warmelink's [11] and Friedel’s [12] online game interactivity theories. First, game

theory suggests that players are in competition (non-cooperative) and act independently,

Page 2 of 16

291

Vindigni, G. (2023). Decoding Cultural Affinity in Video Games: An Examination of Narrative Expression, Visual Aesthetics, and Interactive Design in

The Digital Era. Advances in Social Sciences Research Journal, 10(6). 290-305.

URL: http://dx.doi.org/10.14738/assrj.106.14911

reflecting individualism, and every player devises their strategy to accumulate more benefits

[8; 15; 20; 21; 22]. Conversely, the game theory also holds that players sometimes form

cooperative groups to enhance their performance in competitive coalition games, thereby

depicting the collectivist cultural implications [8; 23; 24; 25; 26; 27]. During game play, players

can exploit various cooperation opportunities by deciding whether to cooperate or oppose in

the sense of the Community-of-Practise (CoP) Approach [28; 29; 30; 31; 32; 33]. In this context,

Perc et al. [34] emphasise that game theory allows investigators to develop models that

integrate learning and social interactions to contribute to cultural evolution and exchange [35;

36; 37; 38; 39; 40].

Second, Friedl’s [12] online game interactivity theory (OGIT) suggests that online multiplayer

games incorporate cultural aspects in their various design characteristics and interactivity or

interactive issues [41; 42; 43; 44]. The OGIT addresses cultural affinity through interactivity on

various levels, including player-game, player-player, and player-computer interactions, thus

increasing the understanding of interactive cultural issues integrated into the video game [12;

45; 46; 47; 48]. In OGIT, the player-game interactions help to explain the overall (cultural)

dimensions between the game and players [12; 45; 46; 47; 48]. These player-game interactions

influence the player to recognise the cultural environment visually and derive meaningful

experiences after manipulating this environment through different individual choices, even

when encountering the same challenge in a video game [49; 50; 51].

Third, Bandura's [52] social learning theory (SLT) indicates that learning transpires via digital

media, like video games, where observation informs players' behaviour. In the SLT context,

players interact with the environment, in this case, the cultural aspects of video games, and

acquire new behaviours through observing and imitating another character [52; 53; 54; 55; 56].

Therefore, SLT will be applied in this article to provide a comprehensive understanding of how

various experiences with cultural aspects and appropriation of video game products are

captured in academic discourse and practise [52; 56; 57; 58].

CULTURAL AFFINITY IN VIDEO GAMES

Exploring Cultural Affinity in Video Gaming: Shared Origins, Affinity Spaces, and

Cooperative Competition

Cultural affinity describes a situation where individuals feel more connected to, are attracted

to, and associate with media that portrays, showcases, or aligns with consumer culture [59; 61;

62; 63; 64; 65]. The cultural affinity between the game and the player indicates that both have

a shared cultural origin; players usually realise and orient towards shared sociocultural

practises and endeavours as they continue playing video games [56; 62; 63]. Wu's [65]

investigation of the cultural affinity in the Minecraft video game revealed that game designs and

artefacts shared in affinity spaces concentrate on new themes, opinions, and add-ons to the

game. Borrowing from game theory’s non-cooperative cooperative competition arguments,

players interacting in affinity spaces by criticising the cultural artefacts produced by others and

generating their own artefacts is a vital aspect of video games like Minecraft [8; 52; 56; 65]. In

another recent investigative study on video game affinity spaces, Beutelspacher and Henkel

[66] found that players use information sources outside the video game and need to manage

communication with others and deal with various amounts of data. Beutelspacher and Henkel’s

[66] findings are congruent with the game theoretical discourse of cooperative players who

participate in cultural affinity spaces as they interact with other players [29; 56; 65; 67; 68]. In

Page 3 of 16

292

Advances in Social Sciences Research Journal (ASSRJ) Vol. 10, Issue 6, June-2023

Services for Science and Education – United Kingdom

this regard, players identify with video games' affinity spaces, which are characterised by

shared cultural resources and provide communicative and interactive features that foster

cultural participation [56; 65; 66; 67].

The Dark Side of Cultural Affinity in Video Games: Negative Connotations and the

Consequences of Violent Exposure

Cultural affinity in video games can be abductively falsified, leading to negative connotations.

Borowiecki and Prieto-Rodriguez [2] noted that cultural participation in video games can be

influenced by the cultural activity depicted in the game. For instance, players interested in

culture may not participate in cultural activity in video games due to different constraints [2;

56; 68; 69; 70; 71; 72]. In this cultural affinity, spaces are associated with negative connotations

associated with individualistic culture and video game exposure [74; 75]. These negative

connotations result in a reduced cultural affinity between the player and the video game, as

evidenced by the increasing consumption and learning of new, sometimes violent, behaviours

that have increased mass shootings instigated by adolescent and young adult players [73; 74].

From the game theory perspective, these negative connotations reflect the non-cooperative

competition that results in decreased cultural affinity due to excessive use of or exposure to

violent video games [2; 74]. Furthermore, Greitemeyer et al.’s [75] findings that violent video

exposure increases interpersonal-affective deficits imply that cultural aspects could be falsified

to align with the individualistic (or nonconforming) culture portrayed in video games [74; 77;

78]. Therefore, such adverse behaviour and other negative connotations are pronounced

depending on the player's duration and frequency of exposure to video games [79; 80; 81].

Instead of increasing cultural affinity, these connotations result in cultural appropriation or

adoption of new cultural ideas and practises [56; 69; 70; 71; 72; 82; 83; 84; 85].

Video Game Affinity Spaces: Fostering Inclusivity and Cultural Heritage Through Player- Game Interactions and Roleplaying Mechanisms

On the contrary, Weststar and Legault [86] found that video gaming affinity spaces are

characterised by practises and value systems that reinforce exclusivity or inclusivity

(collectivism). From the OGIT perspective, cultural aspects and features in video game designs

foster interactivity like relationship-building in interest-driven affinity spaces that support

inclusivity or collective practise [12; 87]. Based on the OGIT’s player-game interaction

perspective, one can argue that cultural affinity involves the player visually recognising and

associating with the cultural environment depicted in specific video games [87; 88; 89; 90; 91].

Romero et al. [92] note that video games usually leverage cultural affinity spaces by mediating

cultural aspects for the players and facilitating the players' interactions and, sometimes, the

formation of cultural heritage through various game mechanics, primarily via roleplaying [93;

94; 95]. Furthermore, player-game interactions reinforce cultural affinity spaces through

roleplaying in video games because players get exposed to cultural heritage reflected in

immersive, interactive, and captivating storytelling [94; 95; 97; 98]. As a result, player-game

interactions tend to benefit the players by improving their cultural skills and knowledge

through their participation in video games’ affinity spaces. These player-game interactions are

fueled by a multi-step flow of information in multiplayer video games’ affinity spaces, where

players communicate and interact [99; 100; 101; 102]. The multi-step communication assists

players in establishing cultural affinity in video games to coordinate and enhance information

sharing among users [29; 56; 103; 104].