On the media practice of highscoring
Cogent Arts & Humanities
This article aims to demonstrate that the introduction of highscores resulted in a distinct way of playing videogames that also provides a useful figure to understand socioeconomic developments of the 1980s. Using the theoretical concept of media practice it describes how highscoring has emerged from the infrastructural prerequisites of arcade gaming. The article will furthermore demonstrate that elements of highscoring can also be found in other social domains such as fitness and the financial
... s and the financial economy where during the 1980s computer technology increasingly was employed. The article hence aims at delineating highscoring as a media practice that gives us a framework to look at similar developments in other social domains during the same time and is as such part of the genealogy of gamification. Reisner is a scholarship holder at the Graduate School "Locating Media" at the University of Siegen, where he is currently working on a PhD project about digital games and the cultural construction of the cold war. As the time frame for the PhD project is meant to cover the 1980s and early 1990s the present article relates to the question of the position of digital games in their sociohistorical context.