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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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

Game Spaces Speak Volumes: Indexical Storytelling

by Clara Fernandez Vara

Paper presented at Think Design Play: Digital Games Research Association (DiGRA)  Conference, 2011, in Utrecht.

In the problematic exploration of the narrative potential of videogames, one of the clearest aspects that bridge... more

Mechanic/Aesthetic Videogame Genres: Adventure and Adventure

by Veli-Matti Karhulahti

NOTES BEFORE READING.
Not all games are genre games. A term that refers to a group of games does not necessarily make a genre – a "facebook game," for instance, is only a term that can be used to imply that the particular game is played on Facebook. This approach is not a comprehensive theory of videogame genres. It examines videogames from a limited aesthetic point of view to employ the concept of genre into a tool for understanding the aesthetic evolution of videogame art. Eventually, the goal of this paper comes close to how Grant Tavinor (Art of Videogames, 2009) describes his nominalist definition of video games: to "allow us to understand something very important about games, that is their continuity with other cultural forms." There is more than one approach to videogame genres. This is one of them.

Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without... more

"Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2".

by Kristine Jørgensen

In Eludamos. Journal for Computer Game Culture, vol 4, no 2. 2010.

This article presents a comparative analysis of how characters are used as narrative tools in Bioware’s computer... more

Let me understand the poetry: embedding interactive storytelling within panoramic virtual environments

by Karol Kwiatek

Kwiatek, K. & Woolner, M. (2010a) 'Let me understand the poetry. Embedding interactive storytelling within panoramic virtual environments'. EVA 2010. London: British Computer Society, pp 199-205. Available at: http://www.bcs.org/server.php?show=conWebDoc.36090 (Accessed: 21.07.2010).

This paper presents a method for the merging of poetry into interactive storytelling that is based
on still and... more

The Key to Adventure Game Design: Insight and Sense-making

by Clara Fernandez Vara

Co-authored with Scot Osterweil, from The Education Arcade (MIT)

This paper aims at understanding how adventure games can support educational goals by understanding the foundations of... more

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