{"id":1007,"date":"2010-05-13T16:44:02","date_gmt":"2010-05-13T20:44:02","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=1007"},"modified":"2010-05-13T16:45:01","modified_gmt":"2010-05-13T20:45:01","slug":"game-studies-1001-is-out","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2010\/05\/13\/game-studies-1001-is-out\/","title":{"rendered":"Game Studies 10\/01 is Out"},"content":{"rendered":"<div><strong><a href=\"http:\/\/gamestudies.org\/1001\/\">Game Studies volume 10, issue 1<\/a> is out.<\/strong><\/div>\n<div>(Yes, 10 years of Game Studies!)<\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/bryant_akerman_drell\">Diminutive Subjects, Design Strategy, and Driving Sales:  Preschoolers and the Nintendo DS<\/a><\/div>\n<div>\n<p><small><em>by <\/em> J. Alison Bryant, Anna Akerman, Jordana Drell<\/small><\/p>\n<\/div>\n<div>This article details the \u201cuser-centered\u201d research process adopted to  create Nintendo DS games for preschoolers and addresses how new titles for  specific populations can be approached. We review the role of exploratory and  formative research in game development for young audiences and provide findings  and design tips from the laboratory and field.\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/bryant_akerman_drell\">[more]<\/a><\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/wanenchak\">Tags, Threads, and Frames: Toward a Synthesis of  Interaction Ritual and Livejournal Roleplaying<\/a><small><em><br \/>\nby <\/em> Sarah Wanenchak<\/small><\/p>\n<div>This paper examines a game where sociological rules of interaction are  adapted to fit an online context free from face to face encounters, and  where these adapted rules are further stretched to fit interactions  designed to construct a narrative that exists on both the individual and  the communal levels. \t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/ham\">[more]<\/a><\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/ham\">Rarity  and Power: Balance in Collectible Object Games<\/a><small><em><br \/>\nby <\/em> Ethan Ham<\/small><\/div>\n<p>Game designers often limit the availability of powerful cards in  collectible card games. This approach can have negative consequences on a  game\u2019s suitability for casual play. This paper explores case studies of  two online collectible card games and a design philosophy that argues  that powerful game effects should be commonly available to players.\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/ham\">[more]<\/a><\/p>\n<\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/lehdonvirta\">Virtual Worlds Don&#8217;t Exist: Questioning the Dichotomous  Approach in MMO Studies<\/a><small><em><br \/>\nby <\/em> Vili Lehdonvirta<\/small><\/div>\n<div>This article criticises influential MMO scholarship approaching  virtual worlds as if they were outside the real world, and presents an  alternative view based on Anselm Strauss\u2019s concept of overlapping social  worlds. MMOs are seen as sites where the world of players meshes with  families and workplaces, and often flows over to other sites and forums. \t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/pearce_celia\">[more]<\/a><\/div>\n<h2>Interview<\/h2>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/pearce_celia\">The Ending is Not Yet Written:  A Conversation with Rand  Miller<\/a><small><em> <\/em><\/small><\/div>\n<div><small><em>by <\/em> Celia Pearce<\/small><\/div>\n<div>Rand Miller, who with his brother Robyn designed Myst, the first  blockbuster CD-ROM, talks about his legacy of vanguard game design, and  the complex history of its multiplayer sequel Uru: Ages Beyond Myst.  This interview, conducted via e-mail, took place shortly before the  third re-opening of Uru.\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/bartle\">[more]<\/a><\/div>\n<h2>Book Reviews<\/h2>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/bartle\">A &#8220;Digital Culture, Play and Identity: A World of Warcraft Reader&#8221; Reader<br \/>\n<\/a><\/div>\n<div><small><em>by <\/em> Richard Bartle<\/small><\/div>\n<div>Review of &#8220;Digital Culture, Play and Identity: A World of Warcraft  Reader&#8221; edited by Hilde G. Corneliussen and Jill Walker Rettberg, (MIT  Press, 2008). \t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/bartle\">[more]<\/a><\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/mayra\">Gaming  Culture at the Boundaries of Play<\/a><small><em> <\/em><\/small><\/div>\n<div><small><em>by <\/em> Frans M\u00e4yr\u00e4<\/small> Review of &#8220;Cheating: Gaining Advantage in Videogames&#8221; by Mia Consalvo,  (MIT Press 2007).\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/haynes\">[more]<\/a><\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/haynes\">Unplaying  an Unreview of Critical Play<\/a><small><em> <\/em><\/small><\/div>\n<div><small><em>by <\/em> Cynthia Haynes<\/small><\/div>\n<div>Review of &#8220;Critical Play: Radical Game Design&#8221; by Mary Flanagan (MIT  Press, 2009)\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/haynes\">[more]<\/a><\/div>\n<div>*<\/div>\n<div><a href=\"http:\/\/gamestudies.org\/1001\/articles\/tronstad\">The Productive Paradox of Critical Play<\/a><small><em> <\/em><\/small><\/div>\n<div><small><em>by <\/em> Ragnhild Tronstad<\/small><\/div>\n<div>Review of &#8220;Critical Play: Radical Game Design&#8221; by Mary Flanagan, (MIT  Press, 2009).\t\t<a href=\"http:\/\/gamestudies.org\/1001\/articles\/tronstad\">[more]<\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Game Studies volume 10, issue 1 is out. (Yes, 10 years of Game Studies!) * Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers and the Nintendo DS by J. Alison Bryant, Anna Akerman, Jordana Drell This article details the \u201cuser-centered\u201d research process adopted to create Nintendo DS games for preschoolers and addresses how new titles &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2010\/05\/13\/game-studies-1001-is-out\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Studies 10\/01 is Out&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2,20],"tags":[],"class_list":["post-1007","post","type-post","status-publish","format-standard","hentry","category-games","category-readings"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/1007","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=1007"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/1007\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=1007"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=1007"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=1007"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}