Games Culture Research Papers - Academia.edu (original) (raw)

Various forms of play emerge around computer games. These types of play, known as out-of-game play or extrinsic play, take place beyond the original game context. Despite their significant contribution to the overall play experience, they... more

Various forms of play emerge around computer games. These types of play, known as out-of-game play or extrinsic play, take place beyond the original game context. Despite their significant contribution to the overall play experience, they are often neglected by the game research community. Conventional game theories such as ludology and narratology do not provide an insightful account of the sociocultural aspects of game play. Therefore, in this article, we report our observations and investigations into different forms of extrinsic play activities in an online virtual setting. Founded on activity theory, we articulate theoretical models that explicate game play in a sociocultural context. Our findings reveal that extrinsic play constitutes reflective play and expansive play, which transform the play activity and transport the players beyond the original boundary of play.

Mystic Messenger is a real-time mobile dating simulator and otome game that simulates how people fall in love online. In this essay, I will look at significant parallels between casual games and otome games and point out the ways in which... more

Mystic Messenger is a real-time mobile dating simulator and otome game that simulates how people fall in love online. In this essay, I will look at significant parallels between casual games and otome games and point out the ways in which both define women as players and consumers of games. By focusing on Mystic Messenger, I examine the ways in which the game’s real-time simulation of emotional labor becomes a way of policing women’s desires, a way of reinforcing nurturing roles over women’s desires, and a way of literally commodifying the assumedly female player’s leisure time. Furthermore, I also examine player practices and discussions of cheating within the player community, tagging these as light forms of resistances and ways in which various individuals in the community assert their identity and their agency over their own time.

Objective: This study investigates games intended for use with an upper-limb exoskeleton robot operated unilaterally and bilaterally. Games are evaluated in terms of usability and preference for stroke survivors. Game design... more

Objective: This study investigates games intended for use with an upper-limb exoskeleton robot operated unilaterally and bilaterally. Games are evaluated in terms of usability and preference for stroke survivors. Game design considerations relating to the human to machine interface, are also discussed. Subjects and Methods: Ten hemiparetic stroke survivors completed 12 90-minute sessions using an upper-limb robotic exoskeleton unilaterally and bilaterally. During the sessions subjects played seven different games designed for rehabilitation. At the conclusion of their sessions subjects completed an 83-question survey. Results: Subjects preferred static games to dynamic games. Preferred games elicited greater effort. Conclusions: Intermediate goals in addition to ultimate goals should be set with both static and dynamic games such that even with the patient's limited range of motion, speed, or coordination, the game should be playable and provide a sense of accomplishment to the patient. Marking the games' ultimate goals that can be accomplished only by healthy subjects, such as range of motion and workspace, provide references and encouragement to the patient for improving motor control and performance through the process of playing the game.

In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sensemaking activity and a resource for the construction of daydreams, as well as... more

In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sensemaking activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversions, speculations, and playfulness acted out in aesthetic dramas. To illustrate, the authors consider specific examples of the theatrical productions available to consumers in digital spaces, highlighting the consumer imagination that feeds them, the performances they produce, and the potential for transformation in consumer-players.

I would also like to thank those who commented on a post on this subject that I made to the blog Terra Nova (http://terranova.blogs.com); they were instrumental in giving me the opportunity to hone my ability to convey these ideas. At an... more

I would also like to thank those who commented on a post on this subject that I made to the blog Terra Nova (http://terranova.blogs.com); they were instrumental in giving me the opportunity to hone my ability to convey these ideas. At an even earlier stage, a conversation that originated in an online gaming guild first prompted me to attempt to develop these ideas from prior work as a contribution to the present state of games scholarship; I thank all of those who chimed in. Of course, all shortcomings are mine alone.

The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study... more

The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study explored the 21st-century skills students reported learning through their video game consumption and creation of intellectual property. The qualitative data analysis led to the development of five major findings: (1) the strategist: accomplishing the mission, (2) the creator: the art of gameplay, (3) the communicator: building relationships and communities, (4) the hero: to be the hero of a great adventure, and (5) I am an “elite”: a digital native. These findings attempt to create a profile of the 21st-century classroom gamer based on the data. They represent and support research trends that explore the gaming phenomenon, gamer traits, and 21st-century skills learned through playing video games.

For all the critical attention paid to dystopian landscapes in recent literature and film, a similar dystopian turn within gamespace has been largely overlooked. The authors contend that post-apocalyptic digital games merit the same... more

For all the critical attention paid to dystopian landscapes in recent literature and film, a similar dystopian turn within gamespace has been largely overlooked. The authors contend that post-apocalyptic digital games merit the same critical examination as their literary and cinematic counterparts, arguing that such games can provide a meaningful site in which questions about the future of technology play out against the dialectic of utopian and dystopian alternatives. Specifically, this article argues that the popular console game BioShock simultaneously celebrates and interrogates utopian notions of technological progress and free will embedded within prevailing industrial and academic conceptions of convergence. The authors explore the differing, yet complementary, conceptions of utopia put forth by critical theorists and the games industry in order to examine how BioShock's ambivalence toward technology-and technologies and practices of media consumption in particular-complicates more idealistic and totalizing forecasts for the future of media convergence. Building upon Alexander Galloway's treatment of gamic action as an ''allegorithm'' that permits procedural exploration and mastery of dominant control protocols in the information age, the authors analyze the way in which BioShock operationalizes the ''control'' logic of convergence. By performing a close reading of the game's ideological content as well as its procedural strategies of transmediation, they link BioShock's ambivalence to the multifaceted, often conflicting nature of convergence discourse and practice within the digital games industry.

Digital games historically hold a spotty record on gender depictions. The lack of depth in female characters has long been the norm; however, an increasing number of female protagonists are headlining games. This study used narrative... more

Digital games historically hold a spotty record on gender depictions. The lack of depth in female characters has long been the norm; however, an increasing number of female protagonists are headlining games. This study used narrative theory to examine depictions of four female protagonists in four 2013 Design, Innovate, Communicate, Entertain Award-Winning Digital Games: The Last of Us, Bioshock Infinite, Tomb Raider, and Beyond: Two Souls. Studying these media depictions provides context for how women’s stories are recorded in society. Stereotype subversions largely occur within familiar game narratives, and the female protagonists were still largely limited and defined by male figures in the games.

Live action role-playing games share a range of characteristics with massively multiplayer online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in... more

Live action role-playing games share a range of characteristics with massively multiplayer online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs.

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the... more

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the Social Presence module of the Games Experience Questionnaire to measure user experience in a multiplayer board game involving 12 participants across 3 separate sessions. Scale analysis and correlation with semistructured interviews held with the participants suggest that the instrument is reliable and valid and can thus be used for measurement and comparison of user experience across game formats. The Games Experience Questionnaire can therefore be used to scale-up board game research by diminishing reliance on interviews as well as to assist in the choice between digital and nondigital implementation of gameplay forming part of an overarching story, such as in transmedial productions

This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game-they do not passively... more

This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game-they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic domain. The results suggest that scholars need to study players in naturalistic settings if they want to see what "effects" games are having on players.

In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale teen virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of... more

In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale teen virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of Whyville is the players' ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of available resources for avatar construction and online postings about the role of race in avatar design and social interactions in the community. With the growing interest in player-generated content for online worlds such as Second Life, our discussion will address the role of avatars in teen identity development and self-representation, and the role of virtual entrepreneurs and community activists in increasing the diversity of avatar parts available.

Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games’ potential for civic... more

Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games’ potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, that help players make connections between their individual actions and larger social structures, and that link ethical and expedient reasoning. This framework suggests an agenda for game design and research that could illuminate whether and how games can be most fruitfully incorporated into training and education for democratic citizenship and civic leadership.

After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards ''welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies... more

After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards ''welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole's statements to lamenting a loss of avatar capital and analyzing the role the changes have on the multiplayer aspects of the game, the rhetoric of ''welfare'' epics offers unique insights into the importance of balance and scarcity in the normative structures of WoW, how players accept and perpetuate the belief that rewards in online games should be ''earned,'' and how WoW's system of rewards has been fundamentally altered since the game's launch.

Live action role-playing games share a range of characteristics with massively multiplayer online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in... more

Live action role-playing games share a range of characteristics with massively multiplayer online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs.

Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated environments, which mimic the physical world,... more

Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated environments, which mimic the physical world, HRGs make use of physical world immersion by merging physical and digital spaces. Online multiuser environments already connect users who do not share contiguous spaces. With mobile devices, players may additionally incorporate interactions with the surrounding physical space. This article is a speculative study about the potential uses of HRGs in education, as activities responsible for taking learning practices outside the closed classroom environment into open, public spaces. Adopting the framework of sociocultural learning theory, the authors analyze design elements of existing HRGs, such as mobility and location awareness, collaboration/sociability, and the configuration of the game space, with the aim of reframing these games into an educational context to foresee how future games might contribute to discovery and learning.

This article examines discourse about Internet addiction and video-game-related suicide in the People's Republic of China. Through an analysis of media reportage, interview transcripts, and chat rooms, a preliminary account of the origins... more

This article examines discourse about Internet addiction and video-game-related suicide in the People's Republic of China. Through an analysis of media reportage, interview transcripts, and chat rooms, a preliminary account of the origins of contemporary Chinese concerns with Internet addiction is provided. This approach differs from biomedical models, which see Internet suicide as a form of mental illness, similar to drug or gambling addiction. This approach draws on anthropological and sociological models of the cultural construction of social problems and argues that concerns with Internet addiction are part of a more general moral crisis faced by Chinese, in response to rapid consumerism, the medicalization of mental illness, and new forms of public and publicity.

The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid... more

The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter Call of Duty: Black Ops, the article demonstrates how the game’s formal properties frame in-game experiences and performances, and this way predisposes the emergence of certain memory-making potentials in and through constrained practices of play. Subsequently, an analysis of the serious game Czechoslovakia 38-89: Assassination shows the potentials of game design to facilitate meta-historical reflections and critical inquiries.

One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and... more

One of the main aims of game studies is to investigate to what extent and in what ways computer games are currently transforming the understanding of and the actual construction of personal and cultural identities. Computer games and other digital technologies such as mobile phones and the Internet seem to stimulate playful goals and to facilitate the construction of playful identities. This transformation advances the ludification of today's culture in the spirit of Johan Huizinga's homo ludens.

Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different... more

Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different sections of a computer game and demonstrate its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels.

Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has developed from nonexistent into a field of study... more

Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has developed from nonexistent into a field of study spread across seven academic disciplines. We review work in business, sports science, cognitive science, informatics, law, media studies, and sociology to understand the current state of academic research of esports and to identify convergent research questions, findings, and trends across fields.

Games are woven into webs of cultural meaning, social connection, politics, and economic change. This article builds on previous work in cultural, new media, and game studies to introduce a new approach to productive play, the promise of... more

Games are woven into webs of cultural meaning, social connection, politics, and economic change. This article builds on previous work in cultural, new media, and game studies to introduce a new approach to productive play, the promise of play. This approach analyzes games as sites of cultural production in times of increased transnational mediation and speaks to the formation of identity across places. The authors ground their explorations in findings from ethnographic research on gaming in urban China. The spread of Internet access and increasing popularity of digital entertainment in China has been used as an indicator of social change and economic progress shaped by global flows. It has also been described as being limited by local forces such as tight information control. As such, gaming technologies in China are ideal to ask broader questions about digital media as sites of production at the intersection of local contingencies and transnational developments.

The present article develops the concept of selective realism to understand how design features and narrative frames of first-and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as... more

The present article develops the concept of selective realism to understand how design features and narrative frames of first-and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as problematic forms of violence, long-term psychological impacts, or socio-political blowbacks. Identifying four specific filters that frame player experiences, I argue that the resulting selectivity is significant because it is characteristic of the F/TPS genre as a whole that, through its wide dissemination, impacts upon the cultural framing of actual warfare. The article illustrates features of selective realism, before it conducts in-depth analysis of the titles Spec Ops: The Line and The Last of Us to show how critical game design can invite a conscious unraveling of the generic frames and the ideological positions these invite. The article concludes with a reassessment of arguments regarding alleged socio-political impacts of war-and violence-themed computer games.

Serious games (SG) are innovative tools that are widely recognized as having considerable potential to foster and support active learning. This article addresses the question of whether and how SG can contribute to the development of the... more

Serious games (SG) are innovative tools that are widely recognized as having considerable potential to foster and support active learning. This article addresses the question of whether and how SG can contribute to the development of the so-called ''21st century skills'' in education. This article starts by characterizing the current need for 21st century skills and the identification of these core skills. Thereafter, it reports on a literature review of studies analyzing SG impact on the development of one or more 21st century skills; and finally, it analyzes which, among the most relevant game characteristics, are those that could facilitate 21st century skills development. This study offers a multifold perspective on the use of SG to support 21st century skills development that may be helpful for both teachers and SG designers.

In applying traditional game theory to multiplayer computer games, not enough attention has been given to actual player practice in local settings. To do this, the author describes a team of players in the massively multiplayer online... more

In applying traditional game theory to multiplayer computer games, not enough attention has been given to actual player practice in local settings. To do this, the author describes a team of players in the massively multiplayer online role-playing game World of Warcraft. This motley group learned how to defeat an end-game dungeon through collaborative improvements on communication and coordination. It focused on sustaining and building player relationships and learning together rather than the accepted norm of obtaining magical items. Trust was forged through a desire to ''hang out and have fun'' and was evidenced by the joviality of their communication. The group's ability to reflect and be consistent about its desires for camaraderie allowed it to recover from a poor performing night, which threatened to disband the group. The team's success depended on its ability to define and retain a coherent group identity and establish shared social incentives rather than individual incentives for participation.

Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, the authors examine how player motivations pattern both positive and negative gaming... more

Combining perspectives from the new science of happiness with discussions regarding “problematic” and “addictive” play in multiplayer online games, the authors examine how player motivations pattern both positive and negative gaming experiences. Specifically, using ethnographic interviews and a survey, the authors explore the utility of Yee’s three-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft (2004-2012). The authors find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, the authors suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will provide both for more balanced portraits of gamers’ experi...

The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To... more

The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To better understand how games are being used during the lockdown, we conducted an online survey ( N = 781) that focused on gameplay habits and effects on players’ well-being. We find that time spent playing games has increased for 71% of respondents, while 58% of respondents reported that playing games has impacted their well-being, with the overwhelming majority of responses indicating a positive impact. We identify seven ways that games have affected players, such as providing cognitive stimulation and opportunities to socialise, and a variety of benefits related to mental health, including reduced anxiety and stress. Our findings highlight the sociocultural significance of video games and the potentially positive nature of games’ effects on well-b...

This article examines the Japanese action puzzle game Catherine, arguing that the game presents a social narrative that comments on Japan’s pressing issue of a declining birthrate and aging population. It also theorizes a strategy for... more

This article examines the Japanese action puzzle game Catherine, arguing that the game presents a social narrative that comments on Japan’s pressing issue of a declining birthrate and aging population. It also theorizes a strategy for player involvement based on ‘‘distanced’’ (self-reflexive and meta) engagement. Through an examination of the narrative, characters, and gameplay, supplemented with national fertility survey data from Japan, the article argues that Catherine subverts classic game tropes and fosters player engagement with a socially relevant diegesis. Simultaneously, the unique meta-gameplay elements utilize what I term ‘‘distanced engagement’’ to encourage the player to criti- cally self-reflect on both the game scenario and their role as a player. In this way, the article considers how the unique relationship between story and distanced engagement allows video games like Catherine to function as impactful and interactive social narratives.

In 2012, MTV explored a new approach to voter engagement through ‘‘Fantasy Election.’ ’ The game had players draft candidates in the congressional and presi-dential elections onto personal teams in order to compete for points and prizes,... more

In 2012, MTV explored a new approach to voter engagement through ‘‘Fantasy Election.’ ’ The game had players draft candidates in the congressional and presi-dential elections onto personal teams in order to compete for points and prizes, which were distributed based not only on the candidates ’ actions but also when players themselves took action to become better informed and involved during the campaign. In the end, Fantasy Election drew over 10,000 active participants. This article scrutinizes the design and effect of the game by using data from MTV’s exit survey of Fantasy Election users to explore whether and how games can be used to encourage voter engagement. By considering the self-reported motivations of players, and a broader discussion of the role of play, competition and reward in fos-tering political and civic participation, we consider how gamification strategies have ambivalent effects on developing a more informed and cooperative civil society.

The authors propose the concept of competitive fandom to describe the learning, play, and engagement of fantasy sports. Competitive fandom draws together contemporary research on fan cultures and game design and game communities to... more

The authors propose the concept of competitive fandom to describe the learning, play, and engagement of fantasy sports. Competitive fandom draws together contemporary research on fan cultures and game design and game communities to describe the interaction present in fantasy sports. Fantasy sports games require a combination of fan culture practices and gamers' skills and habits of mind. Fandom becomes competitive when the knowledge acquired in the fan domain is transformed into strategic information to guide play in a new kind of game. This combination of frames helps describe the kinds of knowledge and motivation required to play fantasy sports and how such participation sparks further learning. Through analysis of individual game play within the context of the league community in which fantasy team owners play, the authors aim to understand what and how people learn from playing in competitive fandom settings and the implications of these findings for the design of learning e...

This article examines the transmedial theme and narrative genre of Bildung (life formation) in relation to video games. It revisits key tenets of life formation theory insofar as they can be applied to a small but growing corpus of games... more

This article examines the transmedial theme and narrative genre of Bildung (life formation) in relation to video games. It revisits key tenets of life formation theory insofar as they can be applied to a small but growing corpus of games that emphasize spiritual and philosophical maturation and advancement. We argue that Joseph Campbell’s monomyth is an oversimplified and ultimately unsuitable lens through which to analyze character development in games, which restrains rather than stimulates the kind of complexities, diversity, and fluidity of character psychology needed in contemporary video game ecology. The main part of this study is dedicated to a comparative analysis of three indie games that address the life formation theme through allegories of space-in-time. The main focal areas will be character and story patterns; chronotopic mappings onto developmental trajectories; the treatment of mastery, mentorship, and choice; and the spiritual and metacognitive alignment of extra a...

This article will argue that the current literature on retrogaming as a practice and the retrogamer as a subject has been lacking in fully describing the variety of practices and subjects that engage with old games. Based on data... more

This article will argue that the current literature on retrogaming as a practice and the retrogamer as a subject has been lacking in fully describing the variety of practices and subjects that engage with old games. Based on data collected by interviewing nine self-described Danish retrogamers, three motivations for engaging with old games, besides nostalgia, are identified. These motivations are typologized into three player types: amateur archaeologists, amateur art historians, and techno-historians. Following the analysis, it will be argued that retrogaming might be an imprecise term to encompass the many different ways that individuals engage with old games. The concepts historical play and nostalgic play are presented to alleviate this.

In this article, we report on a serious game development approach, characterized by combining theory-based design with an iterative development strategy guided by experimental test and evaluation. We describe two serious games that teach... more

In this article, we report on a serious game development approach, characterized by combining theory-based design with an iterative development strategy guided by experimental test and evaluation. We describe two serious games that teach the mitigation of cognitive biases (human tendencies to commit systematic errors in thinking that lead to irrational judgments). Cognitive biases tend to be deeply ingrained and early attempts to reduce biases with training have met with little success. We address this training challenge using bias mitigation theory derived from the literature and an instructional framework to establish the educational content of each game. The mitigation effects of the games were measured through multiple experiment cycles, and multiple play-testing campaigns were conducted to inform instructional model and game design revisions. The final game versions achieved a medium-to-large training effect following a single play session.

This essay draws on research undertaken as part of a research network project exploring the growth of independent game producers in recent years and the associated changes in the technological and economic conditions of the games industry... more

This essay draws on research undertaken as part of a research network project exploring the growth of independent game producers in recent years and the associated changes in the technological and economic conditions of the games industry in the UK, Europe and the North American continent. It reflects on the possibilities of and challenges to a critical and creative maturing of video games as a cultural medium, evaluating these in the context of contemporary developments in global technoculture and the digital economy. Bernard Stiegler's critical analysis of hyperindustrial consumer culture is mobilised in evaluating the dreams for an indie future of video games as a creative force in digital cultural transformation.

Role-playing games provide a particularly fruitful environment for the development of critical, ethical reasoning skills, a core component in developing a citizenry capable of fully participating in a cosmopolitan, democratic society. In... more

Role-playing games provide a particularly fruitful environment for the development of critical, ethical reasoning skills, a core component in developing a citizenry capable of fully participating in a cosmopolitan, democratic society. In this study, ethnographic interview participants recount particularly engaging ethical situations in their own game play. Through their responses, thematic trends develop that help us identify key elements in games that provide opportunities for the development of these crucial skills.

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V o lu m e 3 N u m b e r 2 A p ril 20 0 8 175-198 © 20 0 8 S a g e P u b lic a tio n s 10 .1177/15554120 0 8314129 h ttp ://g a c .s a g e p u b .c o m h o s te d a t h ttp ://o n lin e .s a g e p u b .c o m T h is a rtic le e x p lo re s th e e a rly e v o lu tio n o f th e s tru c tu re a n d m a n a g e m e n t o f g a m e p la y in v id e o g a m e s . T h e a u th o rs in tro d u c e th e n o tio n o f g a m e p la y s e g m e n ta tio n to c a p tu re th e ro le th a t d e s ig n e le m e n ts s u c h a s le v e l, b o s s , a n d w a v e p la y in v id e o g a m e s a n d id e n tify th re e m o d e s o f s e g m e n ta tio n . T e m p o ra l s e g m e n ta tio n lim its , s y n c h ro n iz e s , a n d /o r c o o rd in a te s p la y e r a c tiv ity o v e r tim e . S p a tia l s e g m e n ta tio n b re a k s th e g a m e 's v irtu a l s p a c e in to s u b lo c a tio n s . C h a lle n g e s e g m e n ta tio n p re s e n ts th e p la y e r w ith a s e q u e n c e o f s e lf-c o n ta in e d c h a lle n g e s . T h e a u th o rs d e s c rib e e a c h m o d e , a n d a d d itio n a l s u b m o d e s , b y a n a ly z in g v in ta g e a rc a d e g a m e s . T h e a n a ly s e s illu s tra te h o w th e s e g a m e s re p re s e n t a " p rim o rd ia l s o u p " in w h ic h m a n y c u rre n t g a m e d e s ig n c o n v e n tio n s w e re firs t e x p lo re d . T h e ir s im p lic ity p ro v id e s th e a u th o rs w ith a c c e s s to th e o rig in a l " b u ild in g b lo c k s " o f v id e o g a m e s , th u s a llo w in g th e m to d e v e lo p a ric h v o c a b u la ry fo r th e d is c u s s io n .

This 3-year study used a mixed-method design beginning with content analysis of games envisioned by 5th and 8th graders, followed by a survey of students in the same age range reacting to video promos representing these games. Results... more

This 3-year study used a mixed-method design beginning with content analysis of games envisioned by 5th and 8th graders, followed by a survey of students in the same age range reacting to video promos representing these games. Results show that the designer's gender influences the design outcome of games and that girls expected that they would find the girl-designed games significantly more fun to play than the boy-designed games, whereas boys imagined that the boy-designed games would be significantly more fun to play than the girl-designed games. Boys overwhelmingly picked games based entirely on fighting as their top ranked games. Girls overwhelmingly ranked those same fighting games as their least preferred. Girls as designers consciously envisioned games with both male and female players in mind, whereas boys designed only for other boys. Both 8th-grade boy game ideas were liberally ``borrowed'' from a successful commercial game.

As games, particularly virtual worlds, become increasingly popular and as they begin to approximate large scale social systems in size and nature, they have also become spaces where play and learning have merged in fundamental ways. More... more

As games, particularly virtual worlds, become increasingly popular and as they begin to approximate large scale social systems in size and nature, they have also become spaces where play and learning have merged in fundamental ways. More important is the idea that the kind of learning that happens in the spaces of these massively multiplayer online games is fundamentally different than what we have come to consider as standard pedagogical practice. The distinction the authors make is that traditional paradigms of instruction have addressed learning as “learning about,” while these new forms of learning deal with knowledge through the dynamic of “learning to be.”It is the authors' contention that the experiences offered within virtual worlds provide a fundamentally different way of thinking about learning that may provide some keys to the development of future pedagogical practice.

This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to... more

This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for ...

The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players’ moral sensitivity (MS). A lack of MS may lead people to behave unethically, without awareness for their... more

The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players’ moral sensitivity (MS). A lack of MS may lead people to behave unethically, without awareness for their actions’ moral implications. In this study, we conduct a theory-based evaluation of 20 distinct game mechanisms in view of their potential to promote MS. MS is thereby operationalized in terms of three learning outcomes (LOs): empathic concern for relevant groups, alertness to values/principles, and awareness for one’s vulnerability to biases. This study suggests that MS is best promoted through a careful combination of game mechanisms, addressing all three LOs.

The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed... more

The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed at best marginal positions within video game cultures is by now well recognized, yet at the very same time is too easily dismissed in light of persuasively documented increases in the numbers of women who play. This article traces a large-scale transformation of ludic engagement from participation to spectatorship that parallels the professionalizing and commodifying of traditionally embodied sports, games, and play to demonstrate how new and emerging economies of gameplay, far from opening up the playing field, threaten a further entrenchment of gendered relations.

Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study... more

Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the future: Interactive storytelling (IS). Integrating various streams of computing technology, such as advanced visualization, natural speech processing, and autonomous agents, IS systems are envisioned to offer new, personalized and thus unique kinds of entertainment to mass audiences of the future. The authors refer to existing models of media entertainment for a theoretical analysis and analyze expert interviews with members of the international IS development community to lay out the foundations for a forecast model of the entertainment experience of future IS systems. The resulting model organizes fundamental requirements, modes of users' information processing, and specific types of (pleasant) experiences, which holds implications for (future) entertainment theory and research that accompanies further development of IS media.