{"id":1329,"date":"2011-06-08T11:58:20","date_gmt":"2011-06-08T09:58:20","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=1329"},"modified":"2011-06-27T11:28:50","modified_gmt":"2011-06-27T09:28:50","slug":"game-studies-issue-1102","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2011\/06\/08\/game-studies-issue-1102\/","title":{"rendered":"Game Studies issue 11\/02"},"content":{"rendered":"<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/\">New issue of Game Studies, Volume 11 issue 2, May 2011<\/a>. This time with plenty of book reviews.<\/p>\n<p><strong>*<br \/>\n<\/strong><\/p>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/deen\">Interactivity, Inhabitation and Pragmatist Aesthetics<\/a><\/p>\n<\/div>\n<div>\n<div>\n<p><small><em>by <\/em>Phillip D. Deen<\/small><\/p>\n<p>Pragmatist  philosophy of art provides an account of aesthetic experience  particularly suited to the transactive and immersive qualities of video  games and superior to spectatorial and institutional alternatives. It  also distinguishes between mere emotion and artistic expression,  providing a response to those who assert games cannot be aesthetic.<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/galbraith\">Bishojo Games: \u2018Techno-Intimacy\u2019 and the Virtually Human in Japan<\/a><small><em>by <\/em>Patrick W. Galbraith<\/small><\/p>\n<p>This  paper offers an in-depth analysis of bishojo games. Observing that  interactions with shojo characters are central to the play experience,  and building on Thomas LaMarre\u2019s discussion of a free or open relation  to technology grounded by the shojo as \u201cgod,\u201d the paper considers what  it means for players to interact intimately with gaming machines.<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/geoffrey_rockwell_kevin_kee\">The Leisure of Serious Games: A Dialogue<\/a><small><em>by <\/em>Geoffrey M. Rockwell, Kevin Kee<\/small><\/p>\n<p>In  this dialogue, performed at a conference, the presenters test the claim  that \u201cgames can be educational\u201d. They draw on the insights of  philosophers and theorists in an attempt to provoke discussion, and  eventually agree that the line separating games and learning may be  blurry, and that in game design we may find the seeds of serious play.<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/wharton_collins\">Subjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot Study<\/a><small><em>by <\/em>Alexander Wharton, Karen Collins<\/small><\/p>\n<p>The  Xbox 360 introduced the ability for players to substitute a personal  music playlist into any game produced for the console. We carried out a  smalls study to explore the influence that a player\u2019s selection of music  has on both gameplay tactics and on their reported perceived levels of  immersion.<\/p>\n<\/div>\n<h2>Book Reviews<\/h2>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/leino\">What is love?<\/a><small><em>by <\/em>Olli Leino<\/small><\/p>\n<p>Gaming &#8211; Essays on Algorithmic Culture. Alexander R. Galloway, 2006. University of Minnesota Press. ISBN-13: 978-0-8166-4851-1<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/klabbers_book_review\">Tensions Between Meaning Construction and Persuasion in Games<\/a><small><em>by <\/em>Jan H.G. Klabbers<\/small><\/p>\n<p>Persuasive  Games. The expressive power of video games. Ian Bogost, 2007.  Cambridge, Massachusetts: The MIT Press. Pp. xii+450. ISBN-13: 978-  0-262-02614-7 (hardcover)<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/woods\">Congenial by Design: A Review of A Casual Revolution<\/a><small><em>by <\/em>Stewart Woods<\/small><\/p>\n<p>A  Casual Revolution: Reinventing Video Games and Their Players. Jesper  Juul, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262-  01337-6<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/bjork\">Not a Casual Review: Reading Jesper Juul\u2019s A Casual Revolution<\/a><small><em>by <\/em>Staffan Bj\u00f6rk<\/small><\/p>\n<p>A  Casual Revolution: Reinventing Video Games and Their Players. Jesper  Juul, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262-  01337-6<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/koskima\">Reading Processes: Groundwork for Software Studies<\/a><small><em>by <\/em>Raine Koskima<\/small><\/p>\n<p>Expressive  Processing: Digital Fictions, Computer Games and Software Studies. Noah  Wardrip-Fruin, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13:  978-0-262-01343-7<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/simon\">Critical Theory, Political Economy and Game Studies: A Review of &#8220;Games of Empire: Global Capitalism and Video Games&#8221;<\/a><small><em>by <\/em>Bart Simon<\/small><\/p>\n<p>Games  of Empire: Global Capitalism and Video Games. Nick Dyer-Witherford and  Greig de Peuter, 2009. Minneapolis: University of Minnesota Press. ISBN:  978-08166-6611-9<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/zagal\">Hackers, History, and Game Design: What Racing the Beam Is Not<\/a><small><em>by <\/em>Jos\u00e9 P. Zagal<\/small><\/p>\n<p>Racing  the Beam: The Atari Video Computer System. Nick Montfort and Ian  Bogost, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-  0-262-01257-7<\/p>\n<\/div>\n<div>\n<p><a href=\"http:\/\/gamestudies.org\/1102\/articles\/konzack\">Book Review. Racing the Beam<\/a><small><em>by <\/em>Lars Konzack<\/small><\/p>\n<p>Racing  the Beam: The Atari Video Computer System. Nick Montfort and Ian  Bogost, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13:  978-0-262-01257-7<\/p>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>New issue of Game Studies, Volume 11 issue 2, May 2011. This time with plenty of book reviews. * Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2011\/06\/08\/game-studies-issue-1102\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Studies issue 11\/02&#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-1329","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\/1329","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=1329"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/1329\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=1329"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=1329"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=1329"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}