Transactions of the Digital Games Research Association has published Vol 1, No 2 (2014). This is a special Issue, with selected articles from Nordic DIGRA 2012.
|Introduction: Exploring Nordic Game Research||HTML PDF|
|Raine Koskimaa, Frans Mäyrä, Jaakko Suominen|
|Digital Materialities and Family Practices: The Gendered, Practical, Aesthetical and Technological Domestication of Play||HTML PDF|
|Player Types: A Meta-synthesis||HTML PDF|
|Juho Hamari, Janne Tuunanen|
|Player-reported Impediments to Game-based Learning||HTML PDF|
|J. Tuomas Harviainen, Timo Lainema, Eeli Saarinen|
|A Practical Guide to Using Digital Games as an Experiment Stimulus||HTML PDF|
|Simon Järvelä, Inger Ekman, J. Matias Kivikangas, Niklas Ravaja|
|Should I stay or should I go? A Study of Pickup Groups in Left 4 Dead 2||HTML PDF|
|Jonas Linderoth, Staffan Björk, Camilla Olsson|
|In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play||HTML PDF|
The Heidelberg Journal of Religions on the Internet has launched a special issue on Religion in Digital Games. Multiperspective and Interdisciplinary Approaches.
Table of Contents
Complete Edition of “Religion in Digital Games” (Online – Heidelberg Journal of Religions on the Internet) PDF
Simone Heidbrink (ed.), Tobias Knoll (ed.)
Let’s Talk Video Games! Introduction to the Special Issue on Religion in Digital Games PDF
Simone Heidbrink, Tobias Knoll
Theorizing Religion in Digital Games. Perspectives and Approaches PDF
Simone Heidbrink, Tobias Knoll, Jan Wysocki
Studying Religion in Digital Gaming. A Critical Review of an Emerging Field PDF
Gregory Price Grieve, Heidi A. Campbell
Locating the Locus of Study on “Religion” in Video Games PDF
J.D.F. Tuckett, David G. Robertson
‘The Lamb of Comstock’. Dystopia and Religion in Video Games PDF
Frank G. Bosman
‘When people pray, a god is born… This god is you!’ An Introduction to Religion and God in Digital Games PDF
Markus Wiemker, Jan Wysocki
The Lord is My Shepard. Confronting Religion in the Mass Effect Trilogy PDF
Joshua A. Irizarry, Ita T. Irizarry
Review: „eGods. Faith versus fantasy in computer gaming“ PDF
The papers from the DiGRA 2013 – Defragging Games Conference in Atlanta have now been made available.
New issue of Well Played.
Assassin’s Creed III: The Complete Unofficial Guide, a Teacher’s Limited Edition
Wade Berger, Patrick Staley
Fiasco and Failure: Uncovering Hidden Rules in a Story Game
Sean C. Duncan
Ninja Gaiden Black and the Tutorial-Less Tutorial
Interaction Images promote Character Identification in Heavy Rain
Michael Nixon, Jim Bizzocchi
Replaying the remnants in Mark of the Ninja
Good Fences Make Good Neighbors: Values of Digital Objects in FarmVille2
Ascension: a Case Study in Deckbuilding Games
We have a new contender: The Journal of Games Criticism vol 1, issue 1 is out.
From Nicholas Hanford’s editorial:
With this journal, it is our aim to create a space for all members of the game studies, game journalism, and game development communities to publish criticism that influences both the making of games and betters our understanding of games as cultural artifacts.
Table of contents:
by N. Hanford
Welcome to the inaugural issue of our open access, peer reviewed journal. Drawing out the assumptions and ideals of the journal, this text serves as an introduction for the current and future issues of the Journal of Games Criticism.
by K. Aardse
This paper explores the root of the uncanny valley as based in Freud’s uncanny and posits that the uncanny valley allows us to engage in acts of violence and enjoy a masochistic relationship with the videogame; this relationship would break down if the uncanny valley is conquered.
by B. Keogh
This article highlights the values inherited by game studies that have resisted the creation of a toolkit for close, descriptive analysis of individual texts. It suggests one path forward grounded in the phenomenological pleasures of videogame play across worlds and bodies.
by A. Lange
Are you a Paragon, or a Renegade? Light Side, or Dark Side? I surveyed over 1000 gamers to see how they engaged with moral choice systems in video games. The results are sadly predictable: You’re all too nice.
by D. S. Heineman
This essay adopts a critical perspective to analyze the rise of retrogaming culture and its related practices. Specifically, it considers the role of nostalgia in both constructing a retrogamer identity and in contesting histories of the medium.
by A. Trammell & A. Sinnreich
In this essay, we describe a paradigm shift in the social function and reception of games, from metaphors to social instruments. We also offer a taxonomic visualization of the Game Studies field in order to show the history of this paradigm shift.
by Q. Ji
Jane McGonigal’s groundbreaking work Reality Is Broken challenged the negative-effects-oriented rhetoric of game criticism by reconciling the contradictory relationship among games, individual well-being, and social change from a game designer’s perspective.
Is out now, and can be downloaded free of charge from the ETC web site.
For your theoretical pleasure, here is the Game Studies 13/2 special issue on Game History.
The Platform and the Player: exploring the (hi)stories of Elite
by Alison Gazzard
This article explores the landscape of British computer games through a case study of Elite. Utilising archival methodologies inherent in media archaeology, combined with approaches from platform studies, a history of Elite is approached through both its original development and the players’ responses to the game at the time. [more]
This article is a methodological exploration of gender as it relates to the writing of game history. This contribution presents three case studies, focused on the biography of Sierra On-Line cofounder and lead designer Roberta Williams, to analyze this historical mechanisms through which women are located — and left out of — game history. [more]
by David Parisi
This archaeological analysis of gamic electroshock charts changes in the way that electricity has been employed as a game mechanic, opening with an examination of the 18th century ‘electric kiss’ game, moving to a treatment of early 20th century arcade electricity, and concluding with a discussion of ludic electric shock in recent game art. [more]
The paper presents a short history of the beginning of the Japanese video game industry (from 1973 to 1983). It argues that specific local developments of a video game industry and market took place in Japan, which has never been addressed in Western histories of games, mainly interested in Japanese video games through a global perspective. [more]
Based on historical research into computer games in the 1980s Czechoslovakia, this article traces the uses of the medium in the context of an amateur community. It argues that the entertainment function of local homebrew games was often overshadowed by their potential as a means of communication among the community of users. [more]