Games Studies 14/02 is out

For your theoretical pleasure, Game Studies 14/02.

Ability, Disability and Dead Space
by Diane Carr
How does the horror game Dead Space use the idea of disability? How are able bodies represented in the game? What is the relationship between disability as threat, and the various sensations and pleasures offered by the game? In this essay these questions are explored using textual analysis.

“Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives
by Esther MacCallum-Stewart
Tomb Raider’s 2013 reboot enabled a re-consideration of Lara Croft and the gender politics of representing her. This paper re-evaluates Tomb Raider ten years after Game Studies first addressed it.

Battle on the Metric Front: Dispatches from Call of Duty’s Update War
by David Murphy
This article analyzes the controversy over a software update applied to Call of Duty: Black Ops II (Treyarch, 2013) using assemblage theory (Deleuze & Guattari, 1987). By combining information posted by players with a critical investigation of reward systems, the conflict is contextualized within a neoliberal climate of player/industry mistrust.

A Too-Coherent World: Game Studies and the Myth of “Narrative” Media
by Edward Wesp
This article revisits Jesper’ Juul’s oft-cited argument about video games’ “incoherent” fictional worlds to argue for a more open relationship between the study of video games and other media, based on the recognition that all media have complex relationships with the narratives and fictions they convey.

Book Reviews

De Koven’s “The Well-Played Game”by Gonzalo Frasca
The Well-Played Game. A Player’s Philosophy (2013) by Bernard De Koven. Cambridge. Mass.: MIT Press. ISBN: 9780262019170. 176 pp.
Review of Karlsen’s A World of Excesses: On-line Games and Excessive Playingby Joyce Goggin
A World of Excesses. Online Games and Excessive Playing (2013) by Faltin Karlsen. Farnham, UK: Ashgate. ISBN-13: 978-1409427636. 178 pp.[more]

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