Europa Universalis IV and Deep Learning: Historical Accuracy, Counterfactuals and Historical Themes [PDF]
This article examines issues encountered with Europa Universalis IV (EUIV) in terms of teaching history in adult learning. The article identifies the educational limitations of the game, as well as the types of history that can be learnt from it.
Loban, Rhett
core +1 more source
The elusive “indieness": Measuring the defining characteristics of indie games [PDF]
This article aims to investigate what are the internal and external marking traits of indie games. Building up on previous efforts from other scholars, we developed a mix method research approach relying on interviews with indie game developers and a ...
Pereira, Leônidas Soares
core +1 more source
Mental Health in 3D: A Dimensional Model of Mental Illness Representation in Digital Games [PDF]
There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games.
Dunlap, Kelli, Kowert, Rachel
core +1 more source
La culture vidéoludique au Québec: Le besoin d’une histoire du jeu, de ses pratiques et de ses discours [PDF]
How are video games discussed through time in the Belle Province? Do Quebecers share a common and specific video game culture? We try to answer those two questions in this paper through an analysis of Bibliothèque and Archives nationales du Québec (BAnQ)
Lavigne, Francis
core +1 more source
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
doaj +1 more source
Baba Is You: Doing Things With Words [PDF]
Baba is you is a 2D electronic game in which the player-controlled character pushes word-blocks around in order to build sentences, which make up the rules governing the simulated environment.
Silva Campos, Simone
core +1 more source
Game Design and Affect: How Games Move Us as a Catalyst for Explorations in Game Studies [PDF]
How Games Move Us: Emotion By Design is an introduction to the ways in which digital games and game studies are slowly encroaching on other territory; in this case, Isbister looks at the intersection of psychology, kinesthetics, design and games and how ...
Hugelmann, Christopher
core +2 more sources
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
doaj +1 more source
Indie Eh? Some Kind of Game Studies. [PDF]
This introduction to this special issue of Loading... considers the articles of the issue in the context of game studies’ growing interest in, and implication with, the cultures of independent game development and the ‘indie scene’ in general. ‘Indie’ is
Simon, Bart
core +1 more source
Building the perfect game – an empirical study of game modifications [PDF]
Game developers cannot always meet the growing and changing needs of the gaming community, due to the often already overloaded schedules of developers. So-called modders can potentially assist game developers with addressing gamers' needs. Modders are enthusiasts who provide modifications or completely new content for a game.
Daniel Lee +3 more
openaire +2 more sources

