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Against Game Studies

open access: yesMedia and Communication, 2021
The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as “GS” by those writing in or adjacent to the field; (2) that those ...
Alex Gekker
doaj   +5 more sources

The light, the dark, and everything else: making sense of young people's digital gaming

open access: yesFrontiers in Psychology, 2023
Whether gaming has a beneficial or detrimental effect on young people's lives is a defining feature in both the research and the public discussion of youth digital gaming.
Mikko Meriläinen, Maria Ruotsalainen
doaj   +1 more source

Story beats in videogames as value-driven choice-based unit operations

open access: yesImages, 2021
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat.
Michał Mochocki, Raine Koskimaa
doaj   +1 more source

LOST WORLDS OF ANDROMEDA [PDF]

open access: yesStudia Humanistyczne AGH, 2021
The paper offers a reading of Mass Effect: Andromeda (BioWare, 2017) vis-à-vis lost world romance (also dubbed “lost race romance”, or “imperial romance”), a late-Victorian era novelistic genre originating from H.
Tomasz Z. Majkowski, Magdalena Kozyra
doaj   +1 more source

THREE TYPES OF NOSTALGIA IN COMPUTER GAMES

open access: yesSovremennye Issledovaniâ Socialʹnyh Problem, 2023
The article is devoted to the problems of representation of nostalgia in computer games and offers a distinction between its three interrelated forms: retrotopic, aestheticizing, nostalgia for childhood and lost parental home. These forms are featured in
Ksenia V. Igaeva
doaj   +1 more source

Game Studies through ‘Conceptual Games’: The case of Doors

open access: yesDiGRA Digital Library, 2023
Can games be used to communicate theoretical knowledge that is relevant to game studies? Like conceptual works of art, some games are designed to convey intellectually significant ideas in ways that are not exclusively linguistic. Drawing from art theory, we argue that the kinds of ideas one can experience practically and firsthand through ‘conceptual ...
Gualeni, Stefano, Van de Mosselaer, Nele
openaire   +2 more sources

Editorial: Die Darstellung von künstlichem Leben im Computerspiel

open access: yesMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, 2022
Darstellungen künstlicher Lebensformen beflügeln nicht nur die Fantasie, sondern sind auch Ausdruck einer Reflexion des technologischen Fortschritts.
Christopher Könitz
doaj   +1 more source

Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices [PDF]

open access: yes, 2016
Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices.
Tymińska, Marta
core   +1 more source

Risk Dominance Selects the Leader: An Experimental Analysis [PDF]

open access: yes, 2000
We perform an experimental analysis to test whether the risk dominance prediction is supported by the behavior of laboratory agents, in a 2X 2 coordination game whose equilibria are not Pareto ranked.
Cabrales, Antonio   +2 more
core   +3 more sources

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