Results 21 to 30 of about 147 (125)

Implementasi Algoritma Catboost Dan Shapley Additive Explanations (SHAP) Dalam Memprediksi Popularitas Game Indie Pada Platform Steam

open access: yesJurnal Teknologi Informasi dan Ilmu Komputer
Meningkatnya popularitas game indie di pasar game mewajibkan para pengembang game indie bersaing untuk membuat game nya diminati oleh para pengguna dengan berbagai cara agar dapat meningkatkan potensi popularitasnya.
Mohammad Teddy Syamkalla   +2 more
doaj   +1 more source

Digging the Digital: Beat Modalities and the Representation of the Beats in Video Games

open access: yesEuropean Journal of American Studies, 2022
Ever since setting their foot on the social and cultural landscapes of the post-World War II realities, the Beats have been both the subject of and subject to pop-cultural representations and appropriations. While figurations of Beat sensibility in film,
Tomasz Sawczuk
doaj   +1 more source

Cringeplay and Gamer-Body: a Shift in the Normative Grammar of Gameplay

open access: yesГалактика медиа: журнал медиа исследований
The concept of ‘cringe’ proves difficult to define unambiguously, as it is a synthetic phenomenon that is simultaneously on the edge of ethics and aesthetics.
Vladislav V. Kirichenko
doaj   +1 more source

The Political Ecology of the ‘New’ Feminism in Late‐1990s Britain

open access: yesGender &History, EarlyView.
ABSTRACT The 1990s were a vexed time for feminists in Britain. Cultural commentators declared that feminism's key battles had been won, and that given women's ascendency across various political and cultural barometers of success, the country was entering a newly ‘postfeminist’ era.
Sarah Crook
wiley   +1 more source

‘Fine Men from Afar’: Cricket and Empire on the Home Front

open access: yesHistory, EarlyView.
Abstract During the Second World War, contrary to enduring images of bombardment and scarcity, people on Britain's ‘Home Front’ continued to take part in a broad array of sporting activities. Cricket played a more significant role in the wartime sporting landscape than many historians have previously recognized.
Michael Collins
wiley   +1 more source

“It’s Like It’s from a Movie or Something”: Narrative Instability, Remediation, and Cultural Prestige in the Indie Video Games Hotline Miami and Katana Zero

open access: yesAmerican, British and Canadian Studies Journal
This article identifies a trend in contemporary indie video games to consciously obfuscate the process of narrative understanding, which it investigates as part of a transmedia embrace of ‘narrative instability.’ It argues that a number of indie video ...
Schubert Stefan
doaj   +1 more source

Globalization and Heterogeneity: Locating the Malaysian Indie Game Production Culture

open access: yesMedia Industries
This article examines how globalization has enabled the emergence of a heterogeneous game production environment within the nascent Malaysian videogame industry.
K. T. Wong
doaj   +2 more sources

‘Sinister Indian‐like Half‐circle’: Tennis, Orientalism and the White Racial Frame in the Twentieth‐Century British Sporting Press

open access: yesHistory, EarlyView.
Abstract Examining sport alongside race, media and imperial power opens a rich field for understanding how macro‐level ideologies are shaped and circulated through everyday cultural forms. In twentieth‐century Britain, mass media framed and distributed narratives that rendered the empire's political realities intelligible to a broad public.
SOUVIK NAHA
wiley   +1 more source

“I HOPE THIS HURTS.” — Rhetorics of Rape in "Mouthwashing" Digital Game

open access: yesZagadnienia Rodzajów Literackich
This paper examines how Mouthwashing (2024), an indie horror game, constructs a space where horror aesthetics and agency-related mechanics converge, allowing players to engage with sensitive social issues such as sexual violence.
Katarzyna Matlas
doaj   +1 more source

PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION? PLAYING WITH MENTAL ISSUES – ENTERTAINING VIDEO GAMES AS A MEANS FOR MENTAL HEALTH EDUCATION?

open access: yesDigital Culture & Education, 2021
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining video games, with the theoretical lens of Critical Disability Studies. The inquiry of four video games in our sample focuses on a.
Elke Schlote, Andrin Major
doaj  

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