• Borivoje V. Baltezarević Висока школа за комуникације Београд
  • Radoslav V. Baltezarević University College of Bahrain Бахреин


game, internet, virtual networking, man, culture, identity


This paper deals with the discourse of games which have always had a strong appeal for people, especially as a form of free-time entertainment. However, a game is much more than merely a game. Players entering are game, are also bringing into play their identities and acquired cultural values. The emergence of the Internet and various forms of virtual networking, generated the impact of a new social space to individuals who are frequently replacing the real world with the alternative forms of socializing. A modern man is playing in the virtual space which provides various options for changing the identity of the players. This paper presents the results of research related to continuous playing of video games and changing player’s identities. The aim of this paper is to show that video games affect the transformation of the identity of a modern man.


Download data is not yet available.


Abrams, S. (2011). Association through action: Identity development in real and virtual video game environments. National Society for the Study of education 110 (1): 220-243.

Allison, P.G. (2018). How video games like The Witcher are saving Slavic folklor. (pristupljeno 02.05.2018).

Aupers, Stef. 2007. Middle Earth in cyberspace. Fabula 48: 1-20. 4. Baltezarević, V. i Baltezarević, R. (2010). Korporativno pokoravanje. Temida 13(3): 83-96.

Barrabi, T. (2016). Sports FOXBusiness-Could Video Gaming Become The Next Olympic Sport? (pristupljeno 15.03.2017.)

Berger, P. L. and Thomas L. (1966). The Social Construction of Reality. NewYork: Irvington Publishers.

Blake, M. (2016). How Many People Play Video Games? (pristupljeno 13.01.2018.)

Bogost, I. (2011). How to Do Things with Videogames. Minneapolis, MN: University of Minnesota Press.

Brigs, A. and Berk, P. (2006). Društvena istorija medija. Beograd: Clio.

Callois, R. (2001). Man, Play and Games. Chicago, IL: University of Illinois Press.

Clammer, J. (1992). “Aesthetics of the self: Shopping and social being in contemporary urban Japan”, in Lifestyle Shopping: The Subject of Consumption, ed. Shields Rob, 195–215. London, UK: Routledge.

Cornwell, T. B. and Judy D. (2004). “Cross-Cultural Consumer/Consumption Research: Dealing With Issues Emerging from Globalization and Fragmentation”. Journal of Macromarketing. 24(2): 108-121.

Duggan, L. (1993). The Trials of Alice Mitchell: Sensationalsim, Sexology, and the Lesbian Subject in Turn-of-the-Century America. Signs, 18(4): 791-814.

Eskelinen, M. (2001). The Gaming Situation, Game Studies 1(1). (pristupljeno 10.01.2018.)

Fink, E. (1984). Osnovni fenomeni ljudskog postojanja. Beograd: Nolit.

Flook, C. (2006). The emotional revolution through digital media: The internet as a virtual social reality. Review of Communication, 6 (1-2), 52-61.

Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In The video game theory reader, eds. Wolf Mark J.P. & Perron Bernard, 221-235. New York: Routledge.

Fraser, N. (1990). Rethinking the public sphere: a contribution to the critique of actually existing democracy. Social Text 25/26: 56-88.

Galloway, A. R. (2006). Gaming: Essays On Algorithmic Culture (1st ed.). Minneapolis, MN: Univ Of Minnesota Press.

Gee, J. P. (2007). What Video Games Have To Teach Us About Learning and Literacy. New York: Palmgrave MacMillan.

Gidens, E. (2003). Sociologija. Beograd: Ekonomski fakultet.

Griffiths, M. and Light, B. (2008). Social networking and digital gaming media convergence: Classification and its consequences for appropriation. Information Systems Frontiers 10(4): 447–459.

Griffiths, M., Davies, M. and Chappell, D. (2004). Breaking the Stereotype: The Case of Online Gaming. CyberPsychology & Behavior 6(1): 81-91. doi:10.1089/109493103321167992.

Hagood, M. C. (2008). Intersections of popular culture, identities, and new literacies research. In: Handbook of Research on New literacies, eds. Coiro Julie, Knobel Michele, Lankshear Colin & Leu Don, 531–551. New York, NY: Lawrence Erlbaum Associates.

Hamilton, M. and Weiss, M. (2005). Children Tell Stories: Teaching and Using Storytelling in the Classroom (2nd ed.). New York: Richard C. Owen.

Huizinga, J. (1951). Homo ludens. Paris: Gallimard.

Huizinga, J. (1992). Homo ludens- o podrijetlu kulture u igri. Zagreb: Naprijed.

Iyall Smith, K. (2012). Sociology of Globalization, Cultures, Economies, and Politics. Boulder, CO: Westview Press.

Interactive Software Federation of Europe. 2017. (pristupljeno 20.04.2018.)

Jenkins, R. (1997). Rethinking Ethnicity, Arguments and Explorations. London: SAGE.

Johnson, F. and Menichelli, K. (2007). What’s Going on in Community Media. Washington: Benton Foundation.

Kallio, K. P., Mäyrä, F. and Kaipainen, K. (2011). At least nine ways to play: approaching gamer mentalities. Games and Cul-ture 6 (4): 327-353.

Kreber, A. (1972). Uvod. u: A. L. Kreber (Ur.), Antropologija danas (5-7). Beograd: Vuk Karadžić.

Leve, L. (2011). Special Section: Keywords ”Identity”. Current Anthropology 52(4): 513–535.

Manovich, L. (2002). The Language of New Media. Cambridge: MIT Press.

Martin, C. (2012). Video Games, Identity, and the Constellation of Information. Bulletin of Science, Technology & Society 32(5): 384–392.

Mainemelis, C. and Ronson, S. (2006). “Ideas are born in fields of play: towards a theory of play and creativity in organizational settings”. Research on Organizational Behavior 27: 81-131. (pristupljeno 20.01.2018.)

Moulthrop, S. (2005). After the Last Generation: Rethinking Scholarship in the Days of Serious Play. In Proceedings of Digital Art and Culture Conference, 208-215. Copenhagen, Denmark: ITUniversity, Copenhagen.

Rheingold, H. (2000). The Virtual Community: Homesteading on the Electronic Frontier. Cambridge: MIT Press.

Robertson, L. A., McAnally, H. M. and Hancox, R. J. (2013). Childhood and Adolescent Television Viewing and Antisocial Behavior in Early Adulthood. Pediatrics 131(3): 439-446.

Sanford, Kathy and Madill Leanna. (2006). Resistance through video game play: it's a boy thing. Canadian Journal of Education 29(1): 287-306.

Schau, H. and Gilly, M. C. (2003). “We are What we Post? Self-Presentation in Personal Web Space”. Journal of Consumer Research 30(3): 385-404.

Singer, D., Michnick, G. R. and Hirsh-Pasek, K. (2006). Play=Learning: How Play Motivates and Enhances Children’s Cognitive and Social-emotional Growth. New York: Oxford University Press.

Statista (2018). Number of active video gamers worldwide from 2014 to 2021 (in millions). ttps:// (pristupljeno (03.05.2018.)

Tadić, B. (1985). Misterija igre (od magijskih rituala do političkih mitova). Titograd: Univerzitetska riječ.

The entertainment software association. 2017. Essential facts about the computer and video game industry - sales, demographic and usage data. (pristupljeno 25.04.2018.)

Thomas, A. (2007). Youth online: identity and literacy in the digital age. New York, NY: Peter Lang Publishing.

Thomas, A. (2008). “Community, Culture and Citizenship in Cyberspace”. In: Handbook of Research on New literacies eds. Coiro Julie, Knobel Michele, Lankshear Colin & Leu Don, 671-698. New York, NY: Lawrence Erlbaum Associates.

Turkle, S. (1995). Life On The Screen. New York City: Simon & Schuster.

Yee, N. (2006). Motivations of Play in Online Games. CyberPsychology & Behavior 9(6): 772-775.

Williams, D., Yee, N. and Caplan, S. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication Monographs 13(4): 993–1018. doi:10.1111/j.1083-6101.2008.00428.x




How to Cite

V. Baltezarević , B. ., & V. Baltezarević, R. . (2018). THE IMPACT OF VIDEO GAMES ON THE IDENTITY OF THE PLAYERS. KULTURA POLISA, 15(36), 475–489. Retrieved from



Review Article