Results 1 to 10 of about 148,655 (120)
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
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The light, the dark, and everything else: making sense of young people's digital gaming
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
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Story beats in videogames as value-driven choice-based unit operations
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
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Redactioneel - dossier Game Studies
This article examines the function and representation of the historical concept of ‘revolution’ in Sid Meier’s Civilization and its offshoot Colonization. Revolution is a central concept in both games, although it has a different character and purpose in
Martijn van der Burg
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THREE TYPES OF NOSTALGIA IN COMPUTER GAMES
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
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Surface ozone is considered to be a very phytotoxic gaseous air pollutant. Its negative impacts at both the cell and the organ level have been shown, mainly as a result of experiments. However, the demonstration of ozone negative impacts on native plants
L. Matoušková +3 more
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Editorial: Die Darstellung von künstlichem Leben im Computerspiel
Darstellungen künstlicher Lebensformen beflügeln nicht nur die Fantasie, sondern sind auch Ausdruck einer Reflexion des technologischen Fortschritts.
Christopher Könitz
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Digitale Kontexte - Problemaufriss zur Erforschung digitaler Medien am Beispiel des Computerspiels
Ziel des Beitrags ist es, exemplarisch anhand der Game Studies vier Problemfelder bei der Erforschung digitaler Medien zu identifizieren. Diese werden in Verbindung gesetzt zu hier bislang unterrepräsentierten theoretischen, medialen und kulturellen ...
Hennig, Martin
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Disrupting video game distribution
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate ...
Werning Stefan
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Automatic detection of deceptive intent in negotiation dialogue remains difficult because deceptive utterances are rare, context-dependent, and pragmatically subtle.
Jae-Uk Kim +3 more
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