Game Studies vol 21, issue 1 (20th anniversary)

Yes, Game Studies issue 21/1 is out.  The rumors are true, this is the 20th anniversary issue.

Without going overboard reminiscing, I’ll just say I think our major goals were achieved, and that it’s fine how Game Studies is just one journal among many now. I think we helped:

  • Provide a platform for all kinds of work related to video games – humanities, social science, philosophical, aesthetic, political.
  • Establish video games as a meaningful cultural form (with “aesthetic, cultural and communicative” aspects, as the original header said).
  • Establish that this meaning (and politics) can be found not only using traditional analytical tools, but that a new object of study can call for new tools (yeah, such as looking at meaning, politics in game rules and interaction – which many people resisted in the beginning).
  • Reflect a field that changed over time.

One thing I have learned since is that history is basically a game of telephone, often a heavily mythologized one. Thus I don’t want to overstate our centrality – many people were studying video games and thinking about publication channels back then and before. And to counter the erasure that the game of mythologizing telephone creates, let me just list and thank all the people who were in the original group when I was most involved in the journal:  Espen Aarseth, Markku Eskelinen, Marie-Laure Ryan, Susana Tosca, Gonzalo Frasca, Anja Rau, Aki Järvinen, Lisbeth Klastrup, Torill Mortensen, Jill Walker.

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Two Decades of Game Studies

by Espen Aarseth

This issue of Game Studies marks the 20th anniversary of the journal.[more]


by Marco Caracciolo

This article discusses a recent strand of videogames that foreground disruptive animal characters in an urban environment. I link this “animal mayhem” to recent debates on the nonhuman, showing that videogames like Goat Simulator and Untitled Goose Game (my case studies) evoke the inherent strangeness of human-nonhuman connectedness.[more]


by Filip Jankowski

This article attempts to suggest a revision of the historical aesthetic category frequently called the “French Touch.” The article focuses on games that matched the contestataire moment in the history of France from three development circles (Froggy Software, Cobra Soft and François Coulon), arguing that they escape this traditional categorization.[more]


by Emma Reay

This paper examines representations of children in contemporary video games through content analysis. Using a sample of over 500 games published between 2009 and 2019, it identifies the dominant functions of child characters and documents patterns of representation across genres and over time.[more]


by Martin Ricksand

This article analyzes speedruns, the practice of beating a game as fast as possible. The article applies theories from the philosophy of sport as well as the philosophy of fiction, and outlines a way of how to adjudicate on what strategies may be employed in different kinds of speedruns.[more]


“Actual history doesn’t take place”: Digital Gaming, Accuracy and Authenticityby Eve Stirling, Jamie Wood

This paper examines university students’ perceptions of how playing historical videogames has affected their understanding of the past. It focuses on how active engagement in gameplay affects perceptions of historical time and sense of place, in particular the relative importance of accuracy and authenticity.[more]


by Agata Waszkiewicz, Mateusz Kominiarczuk

The article proposes a model of objective-based reward systems based on Gary Alan Fine’s frame analysis and Jesper Juul’s goal typology. The model reconceptualizes various reward-bound goals commonly encompassed under the categories “quests” and “achievements” in order to show them as non-homogenous and yet not dissimilar.[more]

Book Reviews

by Martin Roth

Who Are You? Nintendo’s Game Boy Advance Platform (2020) by Alex Custodio. Cambridge, Massachusetts & London: MIT Press. ISBN: 9780262044394. pp. 280.[more]


by John Sharp

Transnational Play: Piracy, Urban Art, and Mobile Games (2020) by Anne-Marie Schleiner. Baltimore, Maryland: Project MUSE. ISBN: 9789048543946. pp. 182.[more]

Study at the Visual Game & Media Design MA in Copenhagen, March 1st deadline

Please come and study with me at our two-year masters program in Visual Game & Media Design in Copenhagen.

The application process is now open for the Visual Game & Media Design master’s program at the Royal Danish Academy in Copenhagen.

This is a two-year program running from September 1, 2021. The application deadline is March 1st.

Visual Game & Media Design is an intensive two-year program for students wishing to do creative work in game design, visual media, and beyond. During the program, you will continually combine the hands-on creation of digital games, animations, motion graphics, and visual designs with innovative conceptual approaches to game design and storyworld design.

Who can apply?

The program is in English, and is open to all students, Danish and International, with a relevant bachelor’s degree in fields such as graphical design, game design, or 3D modeling. We encourage students with non-traditional backgrounds to apply.

More about the program

To read more about the program, go to the website or email program head Jesper Juul, jjuul@kadk.dk

https://royaldanishacademy.com/programme/visual-game-and-media-design

For more details about the application process: https://royaldanishacademy.com/admission-master

Why study at KADK in Copenhagen?

The Royal Danish Academy is a leading academy in Scandinavia in the fields of architecture, design and conservation. It is located centrally by the Copenhagen harbor.

Copenhagen is a hub for video game development, with a vibrant English-language game development community, and home to both small and large companies such as Playdead, Sybo games, IO Interactive, Tactile, and Unity3D.

KADK works closely with (and is situated next to) the National Film School of Denmark, and with the professional TV and Film community in Denmark.

Game Studies vol 20, issue 4 is out

For your theoretical traversal, Game Studies volume 20, issue 4.

Articles

Assessing Toxic Behaviour in Dead by Daylight : Perceptions and Factors of Toxicity According to the Game’s Official Subreddit Contributors
by Patrick Deslauriers, Laura Iseut Lafrance St-Martin, Maude Bonenfant

This article identifies 5 key aggravating factors that may lead to toxic in-game interactions according to players’ perception. We studied the Dead by Daylight community using a content analysis of players’ conversations on the game’s official subreddit to help us better understand how they perceive potentially toxic behaviour inside of the game.[more]

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Dungeon Pirates of the Postcolonial Seas. Domination, Necropolitics, Subsumption and Critical Play in Pillars of Eternity 2: Deadfire
by Mateusz Felczak

This article is a close reading of a cRPG directly approaching the topic of colonialism in the fantasy setting. Its main goal is to present a framework inspired by the ideas of Achille Mbembe to assess the difficulties in applying potential elements of critical play that would transfer from the narrative into the game’s mechanics.[more]

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Negotiating Textures of Digital Play: Gameplay and the Production of Space
by Justyna Janik

This paper analyzes the mechanisms of communication connecting different types of actant during the moment of digital gameplay. Gameplay is here interpreted in the context of Lefebvre’s concept of texture, developing a view of gameplay as a performative and communicative experience.[more]

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Grades on Games: Gaming Preferences and Weekly Studying on College GPAs
by Kelsey Prena, Andrew J. Weaver

This study surveys college undergraduates to explore patterns across gaming, studying, and academic performance. Time studying on the weekends (positive), gender, and preferences for action games (negative) were significant predictors of academic performance. These results and complimentary results are discussed.[more]

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Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play
by Jaakko Stenros, Tanja Sihvonen

This article analyzes the single-player digital role-playing game as performance and pretend play through character creation, character interaction, and game mechanics. These games are positioned as toys that are “pretend-played” with expectations. Players’ extended “pretend play” is conceptualized and analyzed as queering.[more]

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Player customization, competence and team discourse: exploring player identity (co)construction in Counter-Strike: Global Offensive
by Matilda Ståhl, Fredrik Rusk

This ethnographic study explores a participant’s perspective on local player identity (co)construction in Counter Strike: Global Offensive (CS:GO). Although there are individual variances, the identities (co)constructed orient towards a perceived competent player identity shaped by technomasculine norms in online game culture.[more]

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From Dead-end to Cutting Edge: Using FMV Design Patterns to Jumpstart a Video Revival
by Carl Therrien, Cindy Poremba, Jean-Charles Ray

This paper argues that design patterns from full motion videogames are a useful source of design knowledge that can scaffold the development of new works. It presents results from a historical analysis of over ninety games using live-action full motion video. Methods for re-integrating this knowledge back into the design process are explored.[more]

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(Re)Mastering Dark Souls
by Timothy Welsh

This paper argues that the aesthetic experience of playing Dark Souls changes over time as the player community shares its collective mastery of the game. It analyses how late-stage player practices often replace exploration and discovery with efficiency and productivity. In conclusion it raises the need for a historically situated poetics of play.[more]

Book Reviews

Shira Chess, Play Like a Feminist.
by Esther MacCallum-Stewart

Play like a Feminist. (2020) by Shira Chess. Cambridge, Massachusetts: MIT Press. ISBN: 9780262044387. 184 pp.[more]

The Pragmatic (Console) Generation

The new console generation really is different this time. I’ve long been PlayStation 5interested in how video game consoles have – at least since the Nintendo 64 – consistently been promoted on the promise that now, graphics were being revolutionized and we would finally be able to play video games that were “just like movies”.

With the PlayStation 5 and Xbox Series S|X, the main story is a different one: load times. For example, The Verge’s PlayStation 5 review lists “Games load quickly and run smoothly” as a top positive point, and features a table comparing load times, but graphical capabilities are a bit more theoretical – do you have a 4K TV?

PS5 load times
The load time comparison we did not know we needed

The Xbox Series S|X get a similar treatment, with load times getting top billing in the Verge review. It is definitely becoming harder for non-experts to tell console generations apart graphically.

Sony and Microsoft are actually catching up to Nintendo here. Where Xbox One and PlayStation 4 were in many ways painful hells of just-wait-30-minutes-for-the-update-before-playing, one of the selling points of the Nintendo Switch really was the near-instantaneous launch times, and instant sleep and wake from sleep.

Interestingly, this comes at a time where the game industry at large has begun to talk of “quality of life updates” – the kind of update that doesn’t add features, but just removes some time management or other hassles from the player. The primary barrier to playing is almost always time, and the PlayStation 5 focus on activities is a way for a console to compete with the bite-sized chunks of playtime that we get for free on our phones, but which have been hard to come by on consoles.

Generic Hardware for Unique Experiences

The other apparent thing now is the sheer genericness of the hardware. The Xbox and PlayStations are now both just boxes of ever-so-slightly modified generic PC components, AMD RDNA 2 CPU and GPU, SSD and so on. I think this correlates with a de-emphasizing of console generations, with a larger expectation of backwards compatibility and mid-generation updates (PS4 Pro, Xbox One S|X).

In parallel, the commodification of phone hardware means that the Switch is basically the hardware of large Android phone.

So it’s a pragmatic generation, one of making-do, not of flashy new graphics, not of fancy new technology. It’s just a generation of casualization, of making games fit better into people’s lives.

Game Studies 20/3 is out

For your theoretical consideration: Game Studies volume 20, issue 3.

“Elves are Jews with Pointy Ears and Gay Magic”: White Nationalist Readings of The Elder Scrolls V: Skyrim
by Kristian A. Bjørkelo

This article explores how White Nationalists on Stormfront interpret (decode) Skyrim in accordance with their own worldview and the affordances of the game. In their eyes the Nords are a Germanic people and “Elves are Jews with pointy ears and gay magic”.[more]

A Typology of Imperative Game Goals
by Michael S. Debus, José P. Zagal, Rogelio E. Cardona-Rivera

This paper presents a typology of game goals to fill a gap in the literature regarding kinds of goals in games and how they are interrelated. We focus on ludic goals, instead of player created or narrative goals. The typology can be used for describing goal structures, how higher-level goals relate to lower levels and analyzing a games’ design.[more]

Sorry, Wrong Apocalypse: Horizon Zero DawnHeaven’s Vault, and the Ecocritical Videogame
by Megan Condis

This article is an examination of the ecocritical potential of Horizon Zero Dawn (Guerilla Games, 2017) and Heaven’s Vault (inkle, 2019). I argue that to properly depict climate change, we must develop new narrative formats and game mechanics that showcase “slow violence” (Nixon 2011).[more]

Lara Croft, the heroine of the popular Tomb Raider videogame series, has undergone a major transformation after the series reboot 2013. The new representation of Lara Croft is a clear departure from the postfeminist action heroine archetype and is replicated in other post-2013 videogames with female protagonists.[more]

by Frazer Heritage

This paper argues for applying corpus linguistics to videogames; a method that can reveal textual patterns in a corpus of games. This method is applied to gender representation in an example corpus, offering quantitative analysis of how discourses around social identities are (re)produced.[more]

by Jeremiah McCall

Historical games present the past in terms of historical problem spaces: player agents with roles and goals that are contextualized in a virtual world whose features enable and constrain player action. The HPS framework helps us better understand the gamic medium of history, with utility for historical game scholars, educators, and game designers.[more]

by Liam Mitchell

While Bernard Suits’s landmark book The Grasshopper is as playful as it is rigorous, scholars in game studies tend to reference it only for its apparently bloodless definition of gameplay. This paper responds to this reception by highlighting the productive ambiguities of the text, particularly the relationship between games and society.[more]

by M. D. Schmalzer

This article develops the concept of janky controls to disrupt the assumed cybernetic connection of player and game. Through this disruption, standard notions of player subjectivity is also disrupted allowing for more diverse players and videogame design practices.[more]

Bernie De Koven’s The Infinite Playground is out

I am happy to announce that Bernie De Koven’s final book is now out, courtesy of Holly Gramazio, Celia Pearce, and Eric Zimmerman. I contributed a small essay about what it was like to play with Bernie.

The Infinite Playground is available from MIT Press and elsewhere.

https://mitpress.mit.edu/books/infinite-playground

 

Using trademarked objects in a video game

Depicting a Humvee like this in <em>Call of Duty</em> is allowed by the First Amendment, a federal judge has ruled.

There’s no shortage of legal issues in video games, but the recent court case AM General LLC v. Activision Blizzard, Inc. et al, No. 1:2017cv08644 – Document 218 (S.D.N.Y. 2020) was decided in a way that surprised me:

The judge ruled that Activision Blizzard can use Humvees in Call of Duty without any kind of license from the manufacturer, given that it ties in with an artistic goal and does not mislead about the source of the work: “if realism is an artistic goal, then the presence in Modern Warfare games of vehicles employed by actual militaries undoubtedly furthers that goal.”

Military vehicles would not be my choice of example, but it’s an interesting twist.

However, and as always, even with this ruling, this remains the kind of freedom of speech best exercised with a large legal team on your side.