Abstract: | As new technologies, video-games are becoming increasingly popular among today's pre-teens and teenagers. Relying on systematic observation of videogames found in public arcades, participation in them, and engagement with the relevant literature, I explore eight central assumptions of “videology”: the ideology which organizes these games. While suggesting that these assumptions articulate and exaggerate problematic ideological themes, I also explore the relationship between videology and a postmodern culture or moment. |