Do We Need Real-Time Hermeneutics? Structures of Meaning in Games

by Jonne Arjoranta

Think Design Play: The fifth international conference of the Digital Research Association (DIGRA). Hilversum, the Netherlands: DiGRA/Utrecht School of the Arts, September, 2011.

Games differ from most other forms of media by being procedural and interactive. These qualities change how games... more

Download (.pdf) (89kb) View on digra.org

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

Knowing, Not Doing: Modalities of Gameplay Expertise in World of Warcraft Addons

by Tamara Peyton

Co-authored with Victoria McArthur, Jennifer Jenson, Nicholas Taylor & Suzanne de Castell for the CHI 2012 conference in Austin, TX, in the alt-CHI stream.

In this paper, we consider the impacts of game addons on conventional notions of game-based expertise in World of... more

“Gioco del Mondo” an Alpine “Hopscotch” Game and the Shaman Flight.

by Gaudenzio Ragazzi

The game called “Gioco del Mondo” (in other parts of Italy, "Campana" and "Settimana",... more

Jeu et fiction dans un jeu de cartes à collectionner : le cas de Magic : l’Assemblée

by Pierre Cuvelier

Publié dans le numéro 2 de la revue en ligne "Strenae" (Recherches sur les livres et objets culturels de l'enfance) en juin 2011.
Article développant et prolongeant des problématiques abordées dans mon mémoire de master 1 mené à l'université Paris Ouest Nanterre La Défense sous la direction de Charles Delattre en 2006-2007.

ENGLISH : "Game and Fiction in a Collectible Card Game: the example of Magic: the Gathering". Paper published in the online review "Strenae" #2, June 2011 (a publication devoted to books and cultural objects destined to children and youth).
This paper develops and deepens several points I first studied in my first master's thesis in the Université Paris Ouest Nanterre La Défense with Charles Delattre as supervisor.

Le genre du jeu de cartes à collectionner apparaît en 1993 avec Magic : l’Assemblée de Richard Garfield. Si la plupart... more

The Knowledge game - Motivating Knowledge Sharing

by Antonio Barroso

INAC 2011

Based on the iterated “prisoner’s dilemma”, a game was developed with a three-fold purpose. It should serve as... more

A mathematical model of the Mafia game

by Piotr Migdal

Mafia (also called Werewolf) is a party game. The participants are divided into two competing groups: citizens and a... more

Towards the Preservation of Local Computer Game Software: Challenges, Strategies, Reflections

by Melanie Swalwell

in “Towards the Preservation of Local Computer Game Software: Challenges, strategies, reflections”, Convergence: The International Journal of Research into New Media Technologies, (special issue on cultural memory and digital preservation, ed. Will Straw and Jessica Santone), vol. 15, no. 3, Aug 2009, pp. 263-279.

New Zealand’s digital game history includes a significant quantity of locally written software titles from the 1980s.... more

"Middleton's Imagination"

by Douglas Bruster

Published in _The Oxford Handbook of Thomas Middleton_, ed. Gary Taylor and Trish Thomas Henley (Oxford: Oxford University Press, 2012), pp. 518-34.

Often seen as a "realistic" observer of urban life, Thomas Middleton possessed a striking imagination. To... more

Space and place as expressive categories in videogames

by Paul Martin

Phd thesis on spatial aesthetics in games. Supervisors: Tanya Krzywinska and Geoff King.

This thesis sets out to explore some of the ways in which videogames use space as a means of expression. This... more

Co-creative interface development in MMORPGs - the case of World of Warcraft add-ons

by Patrick Prax

This article argues that the innovation in the interface design of the MMORPG World of Warcraft is to a substantial... more

Control in the Gaymer Experience: Biopower, Sexuality, and _Persona 4_

by Evan W. Lauteria

Presentation Abstract only; paper under revision.

In 2006, Alexander Galloway made the claim that, unlike their cinema and film counterparts, “video games don’t attempt... more

Book review: How to do things with videogames (Ian Bogost, 2011)

by Daniel Allington

Published in Journal of Interactive Media in Education, March 2012

In a widely-tweeted blog post, Ian Bogost recently railed against the tendency within media studies towards what is... more

Criticism and Control: Gameplay in the Space of Possibility

by Gerald Voorhees

Accepted for publication in the anthology Issues of Control: Reading and Playing Video Games, edited by Matthew Wysocki and forthcoming from McFarland.

There is a problem in the study of digital games, a problem that Ian Bogost has on multiple occasions called the... more

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