Game studies
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Recent papers in Game studies
Games are undoubtedly the most successful computer application yet it is not easy to attribute their success to any one particular feature. Nonetheless, when talking about games, gamers and reviewers frequently refer to the immersive... more
Die enge Verbindung von Spielen und Lernen geht evolutionsgeschichtlich der Ausbildung menschlichen Lebens voraus. Mit der Digitalisierung erreicht sie nun ganz neue Qualitäten: Computerspiele treten in Konkurrenz zu den älteren... more
This article explores the emergence and significance of printed game boards in Rome at the turn of the seventeenth century. These objects constitute an important and overlooked visual and material aspect of a pervasive culture of gaming... more
Introduction and overview of Jennifer R. Whitson's PhD Thesis
In opening up new lines of inquiry into video game policy, we asked authors to contend with the following questions: • What are the national policies affecting video game production, circulation, or consumption? • What are the local... more
This paper’s objective is to analyze Red Dead Redemption 2 as an example of the assimilation of the western genre in the recent production of open world third person action video games. The analysis is based on Genre Studies to comprehend... more
Negli ultimi anni il videogioco ha raggiunto una maturità che viene oggi riconosciuta sempre più anche a livello istituzionale e che gli ha permesso di entrare nelle scuole e nei musei. La musealizzazione del videogioco propone una serie... more
Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play. Video games vastly outpace all other mediums of entertainment in revenue and... more
As videogames are set to become the dominant pop-cultural medium of the 21st century, this paper aims to provide approaches to a critical reading of Bethesda’s Fallout 4, informed by perspectives of cultural studies. Tracing arguments... more
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach,... more
New media brought new possibilities for marginalized communities and authors, including videogames. Even though concept of queer scene is not without its problems, the decreasing skill-barrier needed for making their own game and... more
Games based learning (GBL) in educational contexts is an old tradition where mathematics and strategy have been learned for thousands of years by playing traditional board games like Kalaha and Chess. The discussion on pedagogical aspects... more
The technique we practice to tell imagined stories among ourselves especially the construction and the preservation of the mythical stories is always important to our psychological development. Today, the world of digital games work as... more
O presente artigo se propõe a analisar como a plataforma de comunicação online Discord projetada para jogadores tem exercido papel essencial para a continuidade da educação em tempos de pandemia da Covid-19 no... more
Pervasive games defy Johan Huizinga’s classic definition of play as being something “outside ‘ordinary life’” with its “own proper boundaries of time and space according to fixed rules and an orderly manner” (Huizinga, 1955, p.13).... more
Resumen: El personaje de Captain Spirit pone en manifiesto el poder de la imaginación en la capa ludonarrativa, pues no se limita a ser un avatar más a manejar por el jugador, ni un álter ego de su creador, el pequeño Chris. A nivel... more
This paper will offer a close analysis of time loops as a narrative device in two recent videogames, Outer Wilds (Mobius Digital 2019) and Deathloop (Arkane Studios 2021). While far from a new phenomenon in videogames, nor other media... more
O artigo versa de forma ensaística sobre uma tríade formulada pelos seguintes pilares teórico-metodológicos: 1) a cultura BDSM e games; 2) a personagem Lady Dimitrescu de Resident Evil: Village, de 2021; e 3) os memes e seu impacto na... more
This paper examines how narrative-centered learning environments are establishing themselves as affordable and effective alternatives to traditional text-based delivery models, static computer-based tutoring systems, and immersive,... more
This article refers to the philosophical study of myth construction in videogames. We have studied how the philosophical ideas of the Modern Era (which has the idea of rationalization in its core) were presented in videogames using horror... more
In this interview by Yujia Yao, I talk about the current state of the Japanese gaming industry within its cultural and economic context. Interview questions include topics such as: the general decline of the Japanese game industry in... more
The idea of process is prominent in organization theory but less so in research. Limited access to organizations is a likely explanation, particularly because process analysis often requires detailed data. Experimental research may... more
Este trabalho pretende descrever o que constitui a identidade do videogame de acordo com os estudos do jogo: estética, ficção, construção de significado, performance, transformação, textualidade etc. e,
»Programm« ist ein medienwissenschaftlicher Grundterminus, der kaum je systematisch bearbeitet worden ist. Der Theaterwelt des 19. Jahrhunderts entnommen, wanderte der Begriff in die zeitbasierten Massenmedien des frühen 20. Jahrhunderts... more
RESUMO Este trabalho busca articular três teorias aplicadas a um determinado espaço urbano. O Círculo Mágico de Johan Huizinga, as estratégias e táticas de Michel de Certeau e os lugares e não lugares de Marc Augé. O entrelaçar desses... more
Völlig neue Bild- und Erfahrungswelten versprechen die jüngsten Produkte der Medienindustrie ihren Usern. Euphorisch investieren Google, Microsoft und Co. Unsummen in digitale Medientechnologien wie Virtual-Reality-Displays. Jeder... more
When it was released, Electroplankton was avant-garde. Today it looks more like a tame specimen of the wave of non-games, music-games and art games that washes over the gaming market. This review reflects on changes of the landscape of... more