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  Subjects -> SOCIOLOGY (Total: 553 journals)
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Games and Culture
Journal Prestige (SJR): 0.625
Citation Impact (citeScore): 1
Number of Followers: 30  
 
  Hybrid Journal Hybrid journal (It can contain Open Access articles)
ISSN (Print) 1555-4120 - ISSN (Online) 1555-4139
Published by Sage Publications Homepage  [1176 journals]
  • It's Not Always About You: The Subject and Ecological Entanglement in
           Video Games

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      Authors: Nicky Heijmen, Joost Vervoort
      Abstract: Games and Culture, Ahead of Print.
      In the face of a global ecological crisis, culturally dominant framings of subjective experience as separate from living ecologies are no longer sufficient. Games might offer ways to break down these divisions. Alenda Chang has proposed bringing game ecologies to life. To complement her position, in this paper, we aim to inspire game designers and researchers to explore ways in which video games can remodel the perceived player subject as a pathway to ecological entanglement. We investigate four strategies for decentering and deconstructing the subject. These are: (1) deconstructing the subject to foreground internal sources of entanglement; (2) dismantling, distorting, ignoring, and/or invading the visual perspective; (3) conceptual deconstruction and reframing of a sense of self; and (4) decentering the subject through shifting contexts. For each of these, we introduce relevant examples of narrative and gameplay design in existing video games and suggest steps for further development in each direction.
      Citation: Games and Culture
      PubDate: 2023-06-05T05:33:11Z
      DOI: 10.1177/15554120231179261
       
  • Geographical Aspects of Open-World Video Games

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      Authors: Pablo Fraile-Jurado
      Abstract: Games and Culture, Ahead of Print.
      In recent years, open-world environments in video games have become increasingly popular and immersive. Millions of players are able to explore virtual landscapes that resemble the real world, yet significant differences exist. This study investigates the geographical accuracy of 15 open-world video games. The virtual landscapes in these games were analyzed for horizontal distance compression, increased slopes, idealized climate, simplified vegetation and water features, underpopulation, and spatial segregation of ethnic minorities. The findings show significant differences between the games in terms of their geographical accuracy, with some exhibiting a more realistic representation of the natural and cultural environment compared to others. This study sheds light on the relationship between virtual landscapes in video games and our perception of the real world, offering new insights into this rapidly growing field.
      Citation: Games and Culture
      PubDate: 2023-06-05T05:32:12Z
      DOI: 10.1177/15554120231178871
       
  • Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play
           media

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      Authors: Maarten Denoo, Bruno Dupont, Bieke Zaman, Eva Grosemans, Steven Malliet
      Abstract: Games and Culture, Ahead of Print.
      Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that include loot boxes, social casino games, optional gambling-themed activities and token wagering by identifying and mapping interactions between their features. Having uncovered 51 features across 11 categories, we then reinterpret previously established notions of gambling. In doing so, we aim to contribute to a future-proof understanding of gambling in videogames.
      Citation: Games and Culture
      PubDate: 2023-06-01T06:45:08Z
      DOI: 10.1177/15554120231175615
       
  • Symbolic Violence in the Language of Game Descriptions of Blackness: The
           Case of Pathfinder

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      Authors: Steven Dashiell
      Abstract: Games and Culture, Ahead of Print.
      The present article analyzes the impact of discourses surrounding Black ethnicities in tabletop role playing games. I use discursive thematic analysis to examine the descriptions of individuals represented as Black in the Pathfinder game setting, a game system related to Dungeons & Dragons. I critically analyze descriptions in the game materials that discuss in-game Black ethnicities. I demonstrate how the discourse represents a symbolic violence surrounding blackness. While the descriptions provide imagery and word use to highlight the positive aspects of the characters, the overemphasis signals stereotypes of a conceptual “other.” These characters then become examples of “good Blacks” that differ from “bad” individuals. The positive imagery provokes a stereotype threat, and a need to uphold this “good Black” mentality, lest one becomes the Other. While thinking of race and ethnicity in tabletop gaming continues to evolve, even advancements fall into tropes which reinforce symbolic violence.
      Citation: Games and Culture
      PubDate: 2023-05-30T08:15:20Z
      DOI: 10.1177/15554120231176630
       
  • Video Games as Social Institutions

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      Authors: Dragoș M. Obreja
      Abstract: Games and Culture, Ahead of Print.

      Citation: Games and Culture
      PubDate: 2023-05-29T07:27:44Z
      DOI: 10.1177/15554120231177479
       
  • Creative, Technical, Entrepreneurial: Formative Tensions in Game
           Development Higher Education

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      Authors: Brendan Keogh, Taylor Hardwick
      Abstract: Games and Culture, Ahead of Print.
      Higher education (HE) has become a common pathway into game development careers. Previous research with students and educators has shown how game development HE exemplifies a “creative industries” approach that seemingly marries technical and creative skills, professionalism and passion, and individualistic entrepreneurism and interdisciplinary collaboration. However, little research has considered the varied institutional contexts such students and educators find themselves entrenched in. In this article, we argue that game development HE does not simply marry the technical and creative but is instead torn between different disciplinary cultures, ideologies, and aims. Drawing from data on 119 game development HE programs in Australia, we show that while game development HE is consistently positioned as a pathway toward student employability, just what skills and identities are emphasized as crucial for such employability varies pending on the program's institutional context—ultimately showing that combining creativity and technology is neither a straightforward nor neutral process.
      Citation: Games and Culture
      PubDate: 2023-05-29T07:27:05Z
      DOI: 10.1177/15554120231176874
       
  • Towards Representational Adequacy: A Critical Analysis of Transgender
           Representation in Tell Me Why

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      Authors: Jackson McLaren
      Abstract: Games and Culture, Ahead of Print.
      While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.
      Citation: Games and Culture
      PubDate: 2023-05-19T06:16:20Z
      DOI: 10.1177/15554120231176634
       
  • Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space”
           in Mindwheel and Psychonauts

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      Authors: Rob Mayo
      Abstract: Games and Culture, Ahead of Print.
      Robert Pinsky's Mindwheel (1984) and Tim Schafer's Psychonauts (2005) are dissimilar games in terms of player interface and ludic mechanics, but both participate in the creative tradition of “inner space,” which begins in science fiction literature and depicts the human mind metaphorically as a physical space which can be explored and interacted with. This essay examines how each game contributes to this tradition, with particular attention to how the mechanics of each game develops an adversarial or cooperative tone to the player's interaction with the game, and how this produces different forms of inner space exploration. This essay also draws on Lakoff's and Johnson's concept of “orientational metaphors” which are familiar from embodied experience and various conventional expressions, and examines how coherent each game's metaphors and narratives are.
      Citation: Games and Culture
      PubDate: 2023-05-18T05:42:32Z
      DOI: 10.1177/15554120231172614
       
  • Broken Promises Marketing. Relations, Communication Strategies, and Ethics
           of Video Game Journalists and Developers: The Case of Cyberpunk 2077

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      Authors: Piotr Siuda, Dariusz Reguła, Jakub Majewski, Anna Kwapiszewska
      Abstract: Games and Culture, Ahead of Print.
      Cyberpunk 2077's negative reception stood in striking contrast to the pre-release hype around the video game built by the producer's marketing campaign and the gaming press. This study examines a selection of gaming websites, to consider their pre-release Cyberpunk 2077 coverage and the discrepancies between these early reports and the released game. Using inductive conventional content analysis, framed as thematic analysis, 148 press articles were investigated divided into nine subcategories, and three categories. These articles told an almost exclusively positive narrative, promising great performance and features. The uncritical reception of publisher information by journalists allows the authors to propose the notion of “broken promises marketing”. The article contextualizes this term in the gaming ecosystem, arguing that over-optimistic marketing is amplified through features of the online press ecology. Finally, the results are considered from a business ethics perspective, with a set of communications recommendations for both journalists and game publishers.
      Citation: Games and Culture
      PubDate: 2023-05-10T05:09:54Z
      DOI: 10.1177/15554120231173479
       
  • A Transfiguration Paradigm for Quest Design

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      Authors: Steven Harris, Nicholas Caldwell
      Abstract: Games and Culture, Ahead of Print.
      Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular and synergy quests is proposed. Within the frameworks, tasks become an intermediary step within the quest which is now focused on the transfiguration of the player character. This approach offers a practical design structure for both procedural and manual quest design.
      Citation: Games and Culture
      PubDate: 2023-05-08T04:56:29Z
      DOI: 10.1177/15554120231170152
       
  • Meaningful Place: A Phenomenological Approach to the Design of Spatial
           Experience in Open-world Games

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      Authors: Bo Wang, Zhenlin Gao, Mohammad Shidujaman
      Abstract: Games and Culture, Ahead of Print.
      With the development of game engines and graphics technology, open-world games have gained popularity all over the world recently. One of the key features of this genre is a realistic open world space for the players to explore, to the extent that some even deemed it as the prototype of virtual world and the Metaverse. However, in comparison with the growing world size, the player's spatial experience is a downward spiral. Interaction in an ever-increasing game space suffered from a repetitive design pattern which rendered the world grandeur on the surface but hollow deep down. How to find meaning in this seemingly hollow world and what game designers can learn from it' From a phenomenological perspective, this paper distinguishes “place” from “space,” and, according to this, proposes a three-dimensional meaning structure of place, that is “orientation-identification-time,” as a design approach to reconstruct a meaningful spatial experience in the game world.
      Citation: Games and Culture
      PubDate: 2023-05-02T06:05:32Z
      DOI: 10.1177/15554120231171290
       
  • Gaming for Ecological Activism: A Multidimensional Model for Networks
           Articulated Through Video Games

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      Authors: Gaia Amadori
      Abstract: Games and Culture, Ahead of Print.
      In the past 2 decades, reflections on video games’ ideological and political aspects—and their overarching media ecosystems—have grown. Despite this, few contributions focus on environmental issues, mainly empirically-oriented studies or ecocritical contributions vis-à-vis shared models and systematizations. Starting from the “To The Last Tree Standing” campaign carried out in 2017 for Greenpeace Poland to stop the deforestation of the Białowieża forest, this research sets out to elaborate an analytical model to outline the constitutive dimensions to be taken into account in analyses of how video games and environmental activism can intersect in a specific intentional communicative instance. The results, which relied on semi-structured interviews with executives and designers (n = 3) and inductive thematic analysis and sentiment analysis of the YouTube comments, delineate three initial categories (controversy, campaign network, and game ecosystem). This evidence highlights new development trajectories for studying the intersection between the gaming world and ecological activism.
      Citation: Games and Culture
      PubDate: 2023-04-20T07:23:33Z
      DOI: 10.1177/15554120231170141
       
  • Video Game Accessibility Defined Through Advocacy: How the Websites
           AbleGamers.org and CanIPlayThat.com Use the Word Accessibility

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      Authors: Sky LaRell Anderson
      Abstract: Games and Culture, Ahead of Print.
      This study investigates how the word “accessibility” is used in online news articles published by two video game-based disability advocacy organizations. AbleGamers is an accessibility and disability advocacy charity focused on improving the lives of people with disabilities through gaming. Can I Play That' publishes accessibility reviews of video games. Both organizations have news pages that publish disability and accessibility news. The study examines 50 news articles published by these organizations for how they use the word “accessibility.” The articles produced 105 instances of the word “accessibility.” The study finds nine themes for how “accessibility” is used. The study compares those uses and concludes by producing six pseudo-definitions for video game accessibility.
      Citation: Games and Culture
      PubDate: 2023-04-19T05:20:36Z
      DOI: 10.1177/15554120231170156
       
  • Rescripting of the Genre Through Greek Mythology in Hades

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      Authors: Jaswanth Arthimalla
      Abstract: Games and Culture, Ahead of Print.
      Hades is a 2018 video game by Supergiant Games that sees the player take control of Zagreus, an obscure son of Hades. Hades offers the player freedom to shape, order, and alter its narrative through their choices of pursuit. This article attempts to highlight aspects of this game's design by contrasting it with two prominent rogue-likes. It uses The Binding of Isaac and Dead Cells for this purpose, and to further establish similarities and differences from the rest of the genre in the narrative and the ludic. It introduces the reader to the conventional elements of a rogue-like and how Hades is equipped to work around their limitations. Through this article, I also attempt to comment on whether and how the conventional idea of the genre is evolving in videogames today and highlight how games like Hades, Dead Cells, and The Binding of Isaac are contributing to this evolution.
      Citation: Games and Culture
      PubDate: 2023-04-19T05:19:56Z
      DOI: 10.1177/15554120231170140
       
  • To the Center of Nowhere: Deep Mapping Digital Games’ Paratextual
           Geographies

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      Authors: Jon Saklofske
      Abstract: Games and Culture, Ahead of Print.
      Games are possibility spaces and the experiential circumstances generated by the execution of digital game code are paratextual thresholds of transition and transaction. If games are paratexts, game design is a form of modeling; game-playing is a form of transactional mapping; and the critical engagement with games is best approached via a modified version of “deep mapping,” a digital humanities process indebted to textual studies approaches. This paper will explore the paratextual idea of deep mapping in relation to Hello Games’ constantly evolving No Man's Sky, and The C64, a full-sized reissue of Commodore 64 hardware by Retro Games Ltd. Overall, the use of deep mapping to comprehend the paratextual thresholds of games validates the importance of textual studies approaches, acknowledging the complex relationship between physicality and virtuality while also reconfirming that games require methodologies that move beyond reading paradigms and the exclusive framework of textuality.
      Citation: Games and Culture
      PubDate: 2023-04-19T05:19:05Z
      DOI: 10.1177/15554120231167017
       
  • Survey on Localization From the Development Perspective

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      Authors: Itziar Zorrakin-Goikoetxea
      Abstract: Games and Culture, Ahead of Print.
      Localization is the adaptation of a video game at multiple levels to make it appealing for a new market and it greatly contributes to its success. Research regarding localization has been increasing for some years, but there are still close to no studies that analyze it from a development perspective. Through a survey of the developers of the video games available in Spanish on Steam (a popular video game digital distribution platform), we will show that the size and experience of the developing company influence the choice of the translator, the possibility to receive reference images, and the level of internationalization and revision applied. The sooner the localization is scheduled, the more likely the game is to be translated by a professional who can’t play the game before translating it. The results hint at a multifaceted and relatively inexperienced industry that could learn from the experience of other companies.
      Citation: Games and Culture
      PubDate: 2023-04-12T06:29:15Z
      DOI: 10.1177/15554120231168201
       
  • Right-Wing Extremism in Mainstream Games: A Review of the Literature

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      Authors: Garrison Wells, Agnes Romhanyi, Jason G. Reitman, Reginald Gardner, Kurt Squire, Constance Steinkuehler
      Abstract: Games and Culture, Ahead of Print.
      Hate speech, harassment, and an increasing prevalence of right-wing extremism in online game spaces are of growing concern in the United States. Understanding trends in how and to what extent extremist groups utilize online gaming spaces is vital in taking action to protect players. To synthesize the current state of extant research and suggest future directions, we conduct a systematic review of the literature on right-wing extremism in videogames. We detail our search protocol, selection criteria, and analysis of the collected work, and then summarize the findings. Important themes include how and why extremists’ targeting of online game communities began, the role of Gamergate in this process, and the industry and market context in which such activities emerged. We describe the current nature of the problem, with extremist language and ideology providing a kind of on-ramp for radicalizing disenfranchised gamers. We conclude with a summary of responses from industry and legislators.
      Citation: Games and Culture
      PubDate: 2023-04-12T06:28:48Z
      DOI: 10.1177/15554120231167214
       
  • “You Took That From Me”: Conspiracism and Online Harassment in the
           Alt-Fandom of The Last of Us Part II

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      Authors: Robert Letizi, Callan Norman
      Abstract: Games and Culture, Ahead of Print.
      The reception to 2020's The Last of Us Part II was a maelstrom of misleading marketing, unprecedented leaks, and a vicious fallout characterized by prejudiced online harassment and sprawling conspiracies. Through an in-depth analysis of Part II's reception, this article seeks to apprehend the increasing frequency of such controversies in popular culture as a distinct transformation of online fandom, which is defined by the agendas of the alt-right. The “anti-woke” campaigns emblematic of these communities are best understood through what this article defines as alt-fandom, where conspiracy theories are fabricated in order to defy the supposed ideological and narrative transgressions of a new text. In the case of The Last of Us franchise, the challenges posed by its corrosive alt-fandom are endemic to a new reception climate confronting the production of media texts.
      Citation: Games and Culture
      PubDate: 2023-04-12T04:57:29Z
      DOI: 10.1177/15554120231168745
       
  • “Never Good Enough”: Player Identities, Experiences, and Coping
           Strategies of Women in Czech Video Game Journalism

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      Authors: Tereza Fousek Krobová, Jan Švelch
      Abstract: Games and Culture, Ahead of Print.
      In this article, we examine the position of women in Czech video game journalism and the strategies they use to cope with sexism. To this end, we conducted eight in-depth interviews with currently active women journalists. According to our respondents, their work is judged more harshly because they are women and they have to deal with gender boundaries and stereotypes, sometimes conforming to them to prevent further harassment. In this regard, our respondents were criticized (as well as praised) for their physical appearance and treated as less competent than their male colleagues. All respondents agreed that they were repeatedly told by various parties—players, colleagues, and developers—that they were not good enough as game journalists (and never would be). We argue that women game journalists are pronouncedly affected by sexism and misogyny as their expert role directly challenges toxic gaming masculinities.
      Citation: Games and Culture
      PubDate: 2023-04-10T03:48:29Z
      DOI: 10.1177/15554120231166791
       
  • Failing to See a Difference: Closing a Gender Gap in a Challenging Video
           Game

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      Authors: Craig G. Anderson, Amanda L. L. Cullen
      Abstract: Games and Culture, Ahead of Print.
      How players react to failure remains an understudied area of games research. Previous work has shown that mastery orientation can effectively gauge how players will behave in response to failure in a video game. This study shows that after playing a challenging video game for two weeks, women who initially scored lower on this scale significantly increased, while men significantly decreased. No differences were found regarding how much they played, how often they failed, or their reactions to in-game failure. This suggests that this change is not rooted in their behavior, but in their perceptions of their ability to persist in these environments. These perceptions may have been influenced by well-documented stereotype biases that women and other individuals face entering video game communities. While this doesn’t address the root cause, it suggests that the perception of their ability to persist through challenging games can change with exposure, relieving these held biases.
      Citation: Games and Culture
      PubDate: 2023-04-10T03:48:00Z
      DOI: 10.1177/15554120231162424
       
  • “We're All Mad Here!”: Becoming God in Bloodborne

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      Authors: Aabir Sen
      Abstract: Games and Culture, Ahead of Print.
      This paper engages with Slavoj Žižek's notion of the ‘vanishing mediator,’ by taking a closer look at his study of the Hegelian ‘night of the world.’ It specifically probes into the notion of the divine madness that becomes the ‘Ground’ for the sane, subjective God of The Bible to Word the universe into being. Following this, it proceeds to bring the aforementioned into discourse with Bloodborne, which, in one of its endings, presents the curious case of the next stage of human evolution, i.e., a transcendence into Godhood, which occurs during a similar night. The paper, in essence, presents a dramatic stage for this madness to play out in its reading of Bloodborne, while tracing its vestiges using a postsecular-psychoanalytical lens.
      Citation: Games and Culture
      PubDate: 2023-04-03T06:34:41Z
      DOI: 10.1177/15554120231166767
       
  • The Ones Who Walk Away from Hallownest: Hollow Knight's Radical Response
           to the Omelas Dilemma

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      Authors: Alex Grunberg
      Abstract: Games and Culture, Ahead of Print.
      In Ursula K. Le Guin's short story “The Ones Who Walk Away from Omelas,” a society's happiness depends on the suffering of a child and the reader is presented as culpable this contract. In the video game Hollow Knight, the kingdom of Hallownest was also designed to thrive under a similar contract through the suffering of the Hollow Knight. However, the game presents the player with the choice of multiple endings: take the place of the child as an ignorant sacrifice, take the place of the child as a willing sacrifice after learning the truth about the bargain, or eradicate the bargain altogether. This retelling in a video game format gives the player an agency that is not afforded to readers engaging with a short story. Ultimately, Hollow Knight not only rejects passivity, but proposes a redemptive arc for the ones who walk away from Omelas.
      Citation: Games and Culture
      PubDate: 2023-03-29T06:47:45Z
      DOI: 10.1177/15554120231166769
       
  • Esports as a Cultural Microcosm for Studying Psycholinguistics

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      Authors: Jeff Coon, Alexander Etz, Gregory Scontras, Barbara W. Sarnecka
      Abstract: Games and Culture, Ahead of Print.
      Esports have become increasingly popular as naturalistic experimental settings. In large part, this popularity is due to esports helping researchers balance ecological validity and experimental control; esports provide situations in which people are naturally motivated to learn and act in a complex yet restricted environment. Since players often learn and act collaboratively, many researchers have used esports as a setting in which to study communication. However, most of this research has focused on optimizing team performance or player experience, with less work examining fundamental questions of psycholinguistics. Esports offer unique opportunities in this regard, particularly for studying psycholinguistics in the context of prior knowledge, emergent expertise, and emergent culture. The present paper describes a case study that demonstrates the benefits of using an esport as a microcosm for studying psycholinguistics and points to opportunities for further exploration.
      Citation: Games and Culture
      PubDate: 2023-03-21T06:04:53Z
      DOI: 10.1177/15554120231164554
       
  • Machphrasis: Towards a Poetics of Video Games in Contemporary Literary
           Culture

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      Authors: Francis Butterworth-Parr
      Abstract: Games and Culture, Ahead of Print.
      This article develops Kawika Guillermo's ‘machphrasis’ (2016) as a theoretical contribution to discourse considering the deployment of video games in contemporary literary culture. After presenting machphrasis’ academic stakes, I propose that machphrasis can give explanations for some techniques and images endemic to late 20th/21st century writing with regards to video games represented in prose. By appending Guillermo's conceptual work with three additions, I work towards a reproducible poetics of the video game in prose writing. I will show that machphrasis may be used to understand video games in literature as proxies for anticipated technologies, as discursive tools for reckoning with new subjectivities indebted to play, and as the means for generating new ideological positions for those who play games but are excluded from the normative ‘gamer’ group. This contribution prepares current academic discourse for a future literary landscape increasingly beholden to machphrastic themes, ambitions, and language.
      Citation: Games and Culture
      PubDate: 2023-03-21T06:03:47Z
      DOI: 10.1177/15554120231164087
       
  • Rethinking Remakes: Value and Culture in Video Game Temporalization

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      Authors: Logan Brown
      Abstract: Games and Culture, Ahead of Print.
      As previous generations of players have aged and new generations with new tastes and expectations have emerged, the game industry has increasingly turned to high-profile remasters and remakes to re-valorize old software for new market conditions. To date, scholars and journalists have viewed this development almost entirely through an authenticity-focused lens inherited from preservation discourses, which has led many to dismiss rerelease efforts as simultaneously derivative and ahistorical. But this focus on authenticity has obscured the complex cultural and economic processes which give rise to rereleased games and the heterogeneity of the adaptive strategies that the industry has produced to appeal to varied consumer groups. This paper argues that we should instead view remastering and remaking as sub-practices of what I call temporalization, which, like the more familiar practice of localization, should be viewed as a creatively challenging and politically underdetermined cultural force which demands analysis on its own terms.
      Citation: Games and Culture
      PubDate: 2023-03-17T06:42:21Z
      DOI: 10.1177/15554120231163655
       
  • Gamification in Education: Why, Where, When, and How'—A
           Systematic Review

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      Authors: Nilüfer Zeybek, Elif Saygı
      Abstract: Games and Culture, Ahead of Print.
      Defined as the utilization of game elements in nongame environments, gamification has been frequently used in education in recent years. The aim of the present study is to summarize the studies previously conducted on the use of gamification in education through a systematic literature review. When the studies conducted in 2000–2021 were examined, four main dimensions came to the fore: (i) the aim of gamification studies, (ii) the learning fields where gamification studies were carried out, (iii) the level of education at which gamification studies were carried out, and (iv) how gamification was integrated into the learning environment. The results showed that gamification is used for various educational purposes, at many learning levels in various environments, and in a wide variety of learning fields. In most of the studies, the positive effects of gamification and its potential to solve problems in education were reported.
      Citation: Games and Culture
      PubDate: 2023-03-17T06:41:42Z
      DOI: 10.1177/15554120231158625
       
  • “You’ve Been Living Here For as Long as You Can Remember”: Trauma in
           OMORI's Environmental Design

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      Authors: Aya Younis, Jana Fedtke
      Abstract: Games and Culture, Ahead of Print.
      Developed by Omocat and released in December 2020, OMORI is a surreal psychological horror role-playing game. The game follows the titular protagonist Omori as it examines such sensitive topics as suicide, grief, death, and depression. Such traumatic events are triggered in several planes of existence—White Space, Headspace, and Black Space—leading to anxiety, regression, and resurfacing trauma. In our article, we examine such representations of trauma with particular attention to the role of environmental design. The planes represent different approaches to memory, trauma, and repression, which Omori and the player navigate in non-linear, recursive paths. We analyze how each space seeks to illuminate and explore aspects of trauma in its respective atmosphere. Through environmental design, OMORI provides players with three distinct experiences with escapism and trauma that are representative of the experiences of trauma victims, ultimately elucidating the psychological phenomenon on a larger scale to de-stigmatize trauma.
      Citation: Games and Culture
      PubDate: 2023-03-16T05:42:00Z
      DOI: 10.1177/15554120231162982
       
  • It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in
           Contemporary FMV Games

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      Authors: Inge van de Ven
      Abstract: Games and Culture, Ahead of Print.
      This article reflects on the resurgence of Full Motion Video (FMV) games, focusing on Her Story (2015), The Infectious Madness of Dr Dekker (2017), Telling Lies (2019), Contradiction (2015), and The Shapeshifting Detective (2018). Such titles have been derided for their lack of interactivity, and indeed afford the player limited agency in terms of concrete actions. They rely on the player's imagination in suturing the images together and in forming an empathetic understanding of the main characters’ actions and motivations. By virtue of this lack, FMV games challenges players’ analytical and hermeneutic abilities and further cognitive patience. An absence of “rules of notice” by which the details in a narrative are hierarchically organized, including editing and other attention-guiding devices, is part of these games’ procedural rhetoric. Priming the player to obtain a vigilant player attitude, such games foreground the mechanics dis/trust in our reception of fictional narrative.
      Citation: Games and Culture
      PubDate: 2023-03-14T09:02:03Z
      DOI: 10.1177/15554120231161180
       
  • Animating a Plausible Past: Perceived Realism and Sense of Place Influence
           Entertainment of and Tourism Intentions From Historical Video Games

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      Authors: Nicholas David Bowman, Alexander Vandewalle, Rowan Daneels, Yoon Lee, Siyang Chen
      Abstract: Games and Culture, Ahead of Print.
      Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal replication, we surveyed international fans of the Assassin's Creed franchise about their experiences with one of four different games set in modern history (Unity, Syndicate) or antiquity (Origins, Odyssey). For modern historical games, increased social realism was correlated with enjoyment and increased sense of place was correlated with appreciation. For all games, sense of place was positively associated with tourism intentions. These findings are discussed in relation to the role of perceived realism in the experience and influence of playing historical video games.
      Citation: Games and Culture
      PubDate: 2023-03-14T07:34:18Z
      DOI: 10.1177/15554120231162428
       
  • Interpreting Dwarf Fortress: Finitude, Absurdity, and Narrative

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      Authors: James Cartlidge
      Abstract: Games and Culture, Ahead of Print.
      This article interprets the influential colony management simulator “Dwarf Fortress” existentially, in terms of finitude, absurdity, and narrative. It applies Aarseth/Möring's proposed method of game interpretation, adopting their definition of “cybermedia” as a generalized game ontology, then providing a specialized ontology of “Dwarf Fortress” which describes its genre and salient gameplay features, incorporating Ian Bogost's concept of “procedural rhetoric.” It then gives an existentialist interpretation of “Dwarf Fortress” which centers on “finitude,” “absurdity,” and “narrative,” showing that “Dwarf Fortress” is a game about the existential tensions involved in being human. We live knowing our lives and civilizations are finite, that there are radical limits on what we can know and do. There is no meaning inherent in the world, or in history, so it is up to us to create our own, and one of our most powerful ways of doing this is narrative.
      Citation: Games and Culture
      PubDate: 2023-03-08T07:03:58Z
      DOI: 10.1177/15554120231162418
       
  • Chippin’ In: An Analysis of the Criminological Concepts Within
           Cyberpunk 2077

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      Authors: Morgan James Steele
      Abstract: Games and Culture, Ahead of Print.
      The cyberpunk genre dominates much of our popular culture, from how we think of cyber- and white-collar crime, to our understanding of how technology influences the criminal justice system. This article explores the common criminological themes prevalent within the recent video game Cyberpunk 2077 as an example of popular criminology. Specifically, it explores the game's story and environment by examining key characters’ responses to structural inequalities through an anomie theory lens. Key characters and groups within the game exemplify Merton's (1938) different responses to rampant poverty and socioeconomic inequality. This is then extended to the “cyberpsycho” problem within the game, incorporating General Strain Theory to discuss why specific individuals develop the problem within Cyberpunk 2077.
      Citation: Games and Culture
      PubDate: 2023-03-08T07:03:18Z
      DOI: 10.1177/15554120231161042
       
  • Replaying Wartime Résistance' Studying Ludic Memory-Making in the Open
           World Game The Saboteur

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      Authors: Pieter J.B.J. Van den Heede
      Abstract: Games and Culture, Ahead of Print.
      Ever since the emergence of digital gaming as a popular pastime, the Second World War has been one of its major sources of inspiration. This article contributes to the study of the memory-making potential of historical digital entertainment games, by offering an analysis of The Saboteur, an American game that is set in France during the Second World War and that offers a depiction of an explorable open game world occupied by the Nazi regime. Through an analysis of a game's paratextual positioning, its ludic social discourse, and instances of perceived ludonarrative dissonance from a historical and cultural memory perspective, the article concludes that the game offers a romanticized representation of male violent resistance against the Nazi occupier who is depicted as Manichaeistically evil and a-historically violent. This representation equally reconfirms the dominant cultural memory narratives formulated in France and the United States during and immediately after the war.
      Citation: Games and Culture
      PubDate: 2023-03-08T07:02:39Z
      DOI: 10.1177/15554120231160904
       
  • Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic
           Orientalism

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      Authors: Ömer Kemal Buhari
      Abstract: Games and Culture, Ahead of Print.
      Since a few decades, digital games have become an area deemed worthy of studying for academics of multifarious fields. Numerous articles and books are being written on the topic of games and culture. Anno 1404 is an economic simulation with a medieval setting that deploys various Orientalist stereotypes. Some scholars, leaning on Said's seminal work Orientalism, have analyzed Orientalist aspects in various digital games. The scope of this article consists of such an analysis of Anno 1404. The game's setting, religious context, view of Muslims, mechanism, narrative, characters, representations, gamescape, geopolitics, and stereotypes are pertinent to this analysis. Anno 1404 proves to carry the characteristics of colonialism, imperialism, and exotic Orientalism.
      Citation: Games and Culture
      PubDate: 2023-03-01T06:12:35Z
      DOI: 10.1177/15554120231158241
       
  • “Fear the Old Blood”: The Gothicism of Bloodborne

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      Authors: Hiranya Mukherjee
      Abstract: Games and Culture, Ahead of Print.
      Gothic studies and Game studies are beginning to be explored in connection with each other to find various configurations of Gothic elements in the cybertext of games. In this article, I explore various Gothic elements in Bloodborne. My methodology incorporates the analysis of the manifestation of Gothicism in the game through the interplay between the figure of the player character, miseen-scène, and the presence of psychologically affective states pertaining to the experience of playing the game. The role and aspects of player participation, performativity, and in-game mechanics are also examined with respect to the particular function they serve in the realization of the Gothic experience. The presence of Gothic and Lovecraftian tropes, symbolism, and elements of horror within the narrative are also explored.
      Citation: Games and Culture
      PubDate: 2023-02-13T05:52:46Z
      DOI: 10.1177/15554120231155325
       
  • Angel Anxiety: Alice Angel as the Uncanny Presence in Bendy and the Ink
           Machine

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      Authors: Ashley P. Jones
      Abstract: Games and Culture, Ahead of Print.
      Exploring the roles of gender performance through the experience of digital gaming provides an arena for discussing the power of fear and anxiety as cultural tools for counterhegemonic forces. The power and function of gender performativity in its varied and multiplicitous forms is a newer branch of game studies research. In this article, fear and anxiety are explored as a game procedure and cultural tool used by the character Alice Angel in Kindly Beast's Bendy and the Ink Machine. By enacting Barbara Creed's uncanny gaze and the monstrous-feminine, Alice Angel calls attention and visibility to the function of the abject as a form of visibility for the oppressed. The monstrous-feminine as a theoretical concept for horror media texts provides a framework to explore the posing, behaviors, and actions of game characters and their relationships to the player and culture at large.
      Citation: Games and Culture
      PubDate: 2023-02-10T06:27:37Z
      DOI: 10.1177/15554120231153711
       
  • Professional Gaming and Pro-Gamers: What Do We Know So Far' A
           Systematic Review

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      Authors: Isha Bihari, Debashis Pattanaik
      Abstract: Games and Culture, Ahead of Print.
      Professional gaming is organized competitive digital gameplay supported by advertisers and businesses. With its rising popularity and spectatorship, virtual gaming as a profession is now a reality. The aim of this paper is to evaluate peer-reviewed articles from the past two decades that empirically examine gaming as a profession or the myriad facets of being a professional gamer published in scholarly journals. The themes that emerge from the results of the included studies (n = 32) are (a) the socio-cultural appeal of gaming as a profession, (b) socio-psychological elements of pro-gamers’ everyday lives, and (c) the health and physiology of pro-gamers. It is found that the literature on health and physiology (n = 14) overshadows other dimensions of pro-gaming in academic research. In conclusion, studies must reflect on gamers’ legal status as working professionals, their organizational contracts, and the legality of the industry country by country to fill the research gap.
      Citation: Games and Culture
      PubDate: 2023-02-07T10:36:52Z
      DOI: 10.1177/15554120231154058
       
  • How Accessible is This Video Game' An Analysis Tool in Two Steps

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      Authors: María Eugenia Larreina-Morales
      Abstract: Games and Culture, Ahead of Print.
      Game accessibility aims to ensure that every player has a chance to interact with a video game and overcome its challenges. This paper presents a game analysis tool in two steps that identify accessibility achievements and pitfalls to improve current practice. First, a game's accessibility features are reviewed through a checklist that integrates guidelines developed by users, industry, and academia. Second, user reviews are analysed to determine the suitability of the game's accessibility features. As a pilot study, the analysis tool is applied to The Last of Us Part II, released by Naughty Dog in 2020. The checklist shows that the game offers a great number of accessibility features, although users clarify in their reviews that not all interaction barriers are prevented. In that sense, the analysis tool emphasises the key role of users with disabilities in designing and assessing accessibility features so that video games may be enjoyed by all.
      Citation: Games and Culture
      PubDate: 2023-02-07T09:13:37Z
      DOI: 10.1177/15554120231154710
       
  • “Protecting our female gaze rights”: Chinese Female Gamers’ and Game
           

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      Authors: Zishan Lai, Tingting Liu
      Abstract: Games and Culture, Ahead of Print.
      This article applies the Foucauldian concept of practiced freedom to examine how Chinese female gamers work hand in hand with game developers to negotiate government restrictions on in-game erotic material. Game developers have redesigned certain visual and textual game elements and used sexy dubbed voices to comply with state censorship while maintaining a game's appeal. Female gamers have meanwhile aligned themselves with the game developers by spending significant money on games and creating fan fiction, demonstrating their financial and sexual agency. This article explores how the practice of sexual freedom can serve as a useful lens for understanding the alliance between game developers and players, providing a glimpse into the everyday, conditioned, leisure-driven micro-resistance by engaging with existing scholarship that criticizes the commercial nature of digital games. Instead of overthrowing the conservative political framework, the goal of such gaming micro-resistance is to increase the profits of game developers and the sexual, consumptive rights of women gamers.
      Citation: Games and Culture
      PubDate: 2023-02-07T09:13:01Z
      DOI: 10.1177/15554120231151300
       
  • The ‘First Person Shooter’ Perspective: A Different View on First
           Person Shooters, Gamification, and First Person Terrorist Propaganda

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      Authors: Sam Andrews
      Abstract: Games and Culture, Ahead of Print.
      During the 2019 Christchurch attack, the perpetrator livestreamed footage from a helmet-mounted camera. The aesthetic similarity of the attack footage to first-person shooter (FPS) videogames has led to speculation that this might have somehow ‘gamified’ the attack. Generally, the argument for this is that the attack footage (1) imitates or resembles FPS games, gamifying attacks (2) increasing the affective appeal of propaganda by presenting it as play and thereby (3) increasing the salience of these attacks within gaming communities. This article challenges these notions. It argues that the FPS genre should not be associated with such footage due to visual similarity and is better considered in relation to film. The idea that such footage was purposefully shot to look like an FPS is unsupported, and more likely the result of practical considerations. While the framework of gamification might be useful, it should rest on interactivity, rather than aesthetic similarity.
      Citation: Games and Culture
      PubDate: 2023-02-03T08:12:10Z
      DOI: 10.1177/15554120231153789
       
  • Thought Experiments in Video Games: Exploring the (Un)Ethics of Motherhood
           in Frictional Games’ Amnesia: Rebirth

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      Authors: Atėnė Mendelytė
      Abstract: Games and Culture, Ahead of Print.
      The essay explores the philosophical potential of Frictional Games’ Amnesia: Rebirth (2020), a survival science-fiction horror game, which heavily focuses on story elements and deeply explores the idea of motherhood—a subject matter rarely encountered in this medium. By offering the semblance of control over space and time, suturing the player to the first-person perspective of a character only to gradually problematize the very notion of acting and suspending choice via highlighting any option as an ethical impasse—revealing a neither/nor nature of gamic choice—the game transforms itself from a Deleuzian action-image to a time-image, from an image favoring action to the one that problematizes time. What is more, the game functions as a thought experiment, juxtaposing epistemology and ethics via the idea of motherhood, which is shown to be an ethical choice from the perspective of individual action but unethical from the perspective of temporality.
      Citation: Games and Culture
      PubDate: 2023-02-03T08:11:10Z
      DOI: 10.1177/15554120231153715
       
  • Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed:
           Origins

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      Authors: Katrina HB Keefer
      Abstract: Games and Culture, Ahead of Print.
      This article is an exploration of one of the bestselling single player RPGs from the Assassin's Creed series, 2017's Origins, as understood through a framework of cultural race and identity theory. This article relies on theories of identity and how we experience gameworlds as players, and how our sense of self is represented in virtual bodies. The article also considers and closely analyzes the game on its historicity—the franchise is one which is often touted as being extremely accurate, but as the article shows, there are inherent flaws and longstanding tropes which remain. This approach is an interdisciplinary one, using cultural history drawn from both an Africanist and a Classicist perspective alongside more recent theories, in particular those of Stuart Hall, to interpret the power of the immersive single player game.
      Citation: Games and Culture
      PubDate: 2023-01-30T06:55:22Z
      DOI: 10.1177/15554120231152755
       
  • Reshaping the Battlefield: The International Committee of the Red Cross,
           Video Games, and Public Relations

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      Authors: Jolene Fisher
      Abstract: Games and Culture, Ahead of Print.
      Although the use of video games to achieve public relations (PR) goals is not new, there is limited extant research that analyzes such projects using PR theory or that takes into account organizations’ roles in their development. This study addresses this gap through an examination of the International Committee of the Red Cross's (ICRC) development of a creative mode called LifeRun within the global gaming phenomenon Fortnite. I argue that LifeRun must be analyzed as a strategic communication game and draw on critical PR theory to examine its use to reshape narratives of war in gaming. Using in-depth interviews, organizational documents, and media interviews, I analyze the organization's motivations and goals for developing LifeRun, the ways in which PR considerations shaped the project, and its implications for practical and scholarly work in this area.
      Citation: Games and Culture
      PubDate: 2023-01-20T05:57:37Z
      DOI: 10.1177/15554120221149576
       
  • Space Rednecks, Robot Butlers, and Feline Foreigners: Language Attitudes
           Toward Varieties of English in Videogames

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      Authors: Simon David Stein
      Abstract: Games and Culture, Ahead of Print.
      Speakers hold evaluative attitudes toward different varieties of language (e.g., toward accents, dialects, or sociolects). Individual linguistic markers, like a particular sound, can point to a whole range of perceived socio-cultural attributes, such as intelligence, education, likeability, or trustworthiness. This has potential implications for linguistic character design in the media, including games. This paper examines how game designers instrumentalize varieties of English by making use of social-indexical variation. An empirical study of 10 characters and groups of characters from five AAA games is presented that combines three different methods—a stylistic reading, an analysis of online discourse, and a player survey. It is demonstrated how developers capitalize on ideologies and stereotypes surrounding linguistic varieties for characterization and worldbuilding purposes. The analysis lays an empirical and methodological foundation for future sociolinguistically informed readings of videogames.
      Citation: Games and Culture
      PubDate: 2023-01-17T01:26:48Z
      DOI: 10.1177/15554120221150156
       
  • Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on
           Twitch.tv

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      Authors: Megan Condis
      Abstract: Games and Culture, Ahead of Print.
      Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being one of the least fun video games ever made it the centerpiece of a long-running charity event. In this essay, I will conduct a textual analysis of Desert Bus and argue that the uniquely painful gaming experience that the game provides players makes it a perfect vehicle for charity streaming, providing both a sense of gamer authenticity and credibility to the Desert Bus for Hope event and an emotional incentive for viewers to give. This research stands to benefit scholars working on cult media, a field in which work on video games is relatively rare in comparison to work on television and film.
      Citation: Games and Culture
      PubDate: 2023-01-17T01:11:46Z
      DOI: 10.1177/15554120221150564
       
  • Geek Cuisine: Extending the Narrative of a Junk Food Gamer

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      Authors: Tapani N. Joelsson, Henna Syrjälä, Harri Luomala, Tuomas Mäkilä
      Abstract: Games and Culture, Ahead of Print.
      In this article, we argue that the pervading hegemonic narrative on gamers’ eating culture emphasizing hedonistic and fast foods is a one-sided storyline that highlights a potentially harmful gamer stereotype. To that end, we reveal the variety of gamers’ food consumption and broaden the narrative depicting the relationship between gamers and eating. Our literature review shows the dominance of the Junk Food Gamer narrative in extant research. However, by using a social constructionist narrative approach to analyze ethnographic observations and interviews, we show the emergence of an alternative, yet interrelated narrative: the Home Food Gamer. In addition, we utilize the idea of the Rubik's Cube to illustrate the actualization of multifaceted and contextually-bound gamer narratives that enable expanding the prevailing understanding of geek cuisine by shedding light on the variety of gamers’ food consumption. In this way, we participate in the ongoing discussion to unravel stereotypical assumptions about gamer culture.
      Citation: Games and Culture
      PubDate: 2023-01-11T06:41:14Z
      DOI: 10.1177/15554120221150348
       
  • The Beautiful Rule: Thinking the Aesthetics of Game Rules

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      Authors: Miguel Sicart
      Abstract: Games and Culture, Ahead of Print.
      This paper introduces a model for analyzing the aesthetic value of game rules. Drawing on Nguyen's theory of agential aesthetics, this paper argues that the aesthetic value of a rule is related to the ways in which it contains modalities of agency. Using football's (soccer) offside rule as a case study, this article provides a way of thinking about the aesthetics of game rules.
      Citation: Games and Culture
      PubDate: 2023-01-11T06:39:55Z
      DOI: 10.1177/15554120221149532
       
  • Background Checks: Disentangling Class, Race, and Gender in CRPG Character
           Creators

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      Authors: Michael Iantorno, Mia Consalvo
      Abstract: Games and Culture, Ahead of Print.
      Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backgrounds in Arcanum: Of Steamworks and Magick Obscura (2001) and Dragon Age: Origins (2009), this paper considers how real-world socioeconomic class markers and racial stereotypes have been repeatedly associated with fictitious races such as orcs, dwarves, and elves. Class is an understudied axis of identity in media studies and this research scrutinizes how developers construct socioeconomic class, particularly through character-creator interfaces. We begin by building a theoretical repertoire for studying identity in digital game interfaces while also scrutinizing long-established discourses of race and gender in the fantasy genre. We then analyze the hierarchies embedded in both games’ character creators, connecting them with broader gameplay and narrative themes and contextualizing them in established media stereotypes and existing scholarship.
      Citation: Games and Culture
      PubDate: 2023-01-06T05:53:26Z
      DOI: 10.1177/15554120221150342
       
  • Share the Experience, Don’t Take it: Toward Attunement With
           Neurodiversity in Videogames

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      Authors: Lisanne E. Meinen
      Abstract: Games and Culture, Ahead of Print.
      Videogames increasingly focus on marginalized experiences such as neurodivergence. Specifically, the immersive and embodied aspects of videogames allow neurodivergent people to better explain their experiences. However, current research is limited to instrumentalization, by specifically looking for the therapeutic or educational benefits of videogames. I reflect on ethical questions that arise if we try to communicate the embodied experiences related to neurodiversity through videogames. I argue that videogames with the explicit goal to create empathy or care for neurodivergence can also be restrictive. Instead, I put forward attunement as an intersubjective and nonhierarchic mode of affective engagement with neurodiversity through gaming. An analysis of the videogames Unravel and Celeste helps me to illustrate what attunement in a videogame could look like. I conclude that better understanding neurodiversity through play, means “letting it be” instead of (re)shaping it to be easily consumable in videogames.
      Citation: Games and Culture
      PubDate: 2023-01-05T06:35:12Z
      DOI: 10.1177/15554120221149538
       
  • “Community” in Video Game Communities

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      Authors: Lucinda Saldanha, Sofia Marques da Silva, Pedro D. Ferreira
      Abstract: Games and Culture, Ahead of Print.
      The concept and experience of community have been changing in contemporary societies, from a traditional concept in an idealistic, homogeneous context, characterized by union, to the exploration and experience of new forms of organization and participation. The specific characteristics and dynamics of emerging video game (VG) communities can help us better understand the importance of game cultures. Based on an ethnographic study of five game jams and data from eight focus group discussions with game jam and VG community participants, this study explores five analytic and emerging dimensions of the VG community: meanings and perceptions associated with the VG community, feelings of belonging, issues of access, structure, and organization, and contexts of participation. These results improve our understanding of the ways participants in VG communities can be seen as creators of game culture and how VG communities are recreating the concept and experience of community in contemporary societies.
      Citation: Games and Culture
      PubDate: 2023-01-04T06:44:23Z
      DOI: 10.1177/15554120221150058
       
  • The Future of Games Scholarship: An Interview With James Paul Gee

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      Authors: Luis E. Pérez Cortés, Taylor M. Kessner
      Abstract: Games and Culture, Ahead of Print.
      James Gee's work at the intersection of literacy, education, and game studies has explored how videogame affinity spaces are examples of how good teaching and learning often occur outside of schooling. His work can be safely characterized as influential in these fields. For instance, What Video Games Have to Teach Us About Learning and Literacy helped catalyze a lasting surge of interest in videogame studies. Game studies currently represent a diverse group of scholars that continually push the field into promising spaces. With our eyes on these promising spaces, we interviewed Gee on the topic of what is—and should be—the future of game studies. Gee discussed how the future of game studies would be well-advised to explore ways to network multiple experiences and technologies—including the real world—to focus on how to make people healthier, more prosocial, and better able to collaborate. This interview has been edited for conciseness and clarity.
      Citation: Games and Culture
      PubDate: 2023-01-04T06:43:25Z
      DOI: 10.1177/15554120221149277
       
 
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