Videogame Content: Game, Text, or Something Else?

by Mia Consalvo

PAGE PROOFS from my chapter in: The International Encyclopedia of Media Studies: Media Effects/Media Psychology, First Edition.
Edited by Angharad N. Valdivia and Erica Scharrer.
© 2013 Blackwell Publishing Ltd. Published 2013 by Blackwell Publishing Ltd.

This chapter surveys the most recent scholarly work done on videogame content. It identifies several lines of research... more

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ConsoleGBL-Pedagogy_GROFF-HOWELLS-CRANMER

by Jennifer S. Groff

Co-authored with Cathrin Howells and Sue Cranmer

The main focus of this research project was to identify the educational benefits of console game-based learn- ing in... more

Digital Image: Simulation of "Self" or Reductio Ad Absurdum

by Zeynep Gungor

Apparel is the primary material that a person consulted while creating and identity which is not only who actually he... more

Puzzle Art in Story Worlds: Experience, Expression and Evaluation

by Veli-Matti Karhulahti

Presented at The Philosophy of Computer Games Conference, Madrid 2012.

This paper discusses the aesthetic value of a specific video game challenge, the fiction puzzle, though cases such as... more

Women self-identifying as digital game addicts: How interpretations of power play a part

by CarrieLynn Reinhard

This is a paper I wrote in 2007 for a graduate studies seminar on qualitative methodologies. The study represents a preliminary analysis of interviews on video game addiction. I hope to expand this preliminary analysis and theorization with further empirical work.

Doing Gender in Cyberspace - the performance of gender by female World of Warcraft players

by Lina Eklund

This explorative study focuses on the performance of gender and sexuality in World of Warcraft (WoW), an online game,... more

Time to play: the rationalization of leisure time

by Lina Eklund

Co-authored with Fatima Jonsson

This study explores how rationalization logic and rationalization processes influence digital gaming by looking at how... more

New New Babylon

by McKenzie Wark

co-authored by Ali Dur.

On Constant's New Babylon, reimagined in New York City. Constant's work grasps the implications of the digital as the... more

Mobile Gaming: An Engineer Puts an Arcade Cabinet on Wheels (Popular Science)

by Garnet Hertz

Popular Science (February 2012). Story by Gregory Mone. Photographs by Jeff Newton. Edited by Doug Cantor.

In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed... more

Beyond Play: A New Approach to Games

by Thomas Malaby

Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new... more

Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?

by CarrieLynn Reinhard

This is an International Communication Association 2006 conference paper version of my master's thesis.

The digital game industry recognizes that women play fewer video games than men. One hypothesized reason for this is... more

The Aesthetics of Early Adventure Games: A Reflection of Film History

by Veli-Matti Karhulahti

This paper examines the artistic potential of videogames by concerning the early aesthetics of a genre generally referred to as adventure games. The main argument is that the development of adventure game aesthetics correlates with the aesthetic development of film. The argument will rest on two technical turning points that took place within the initial stages of videogame and film industries: the use of voice as a sonic and the use of color as a visual component. Whereas in the history of cinema those technical improvements represent the shift from silent film to film with sound and color, for adventure games they meant text-based interactive fiction stepping aside for graphic adventures with voice-acted characters. The paper will focus on examining the corresponding impacts that this technical development had on their methods of artistic expression.

The International Journal of the Arts in Society Volume 6, Issue 2, 2011, pp. 31-38, more

Making sense of game-play: how can we examine learning and involvement?

by Jo Iacovides

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, William (2011). Making sense of gameplay: how can we examine learning and involvement? In: DiGRA 2011 Conference: Think Design Play, 14-17 September, Hilversum, the Netherlands.

It has been argued that there is a need for more “rigorous research into what players do with games (particularly... more

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