For your theoretical ingestion, RomCHIP journal vol 1, issue 2.
ARTICLES
MATERIALS
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
For your theoretical dissection, Game Studies journal issue 19/02.
Game Studies: The International Journal of Computer Games Research is out now (Volume 19, Issue 2).
Editorial
Game Studies: How to play — Ten play-tips for the aspiring game-studies scholar
by Espen Aarseth
Articles
“Gotta Catch ‘Em All” – Can Playing Pokémon Go Influence Mood and Empathy?
by Tracy Packiam Alloway & Rachel Carpenter
Don’t Fear the Reapers, Fear Multiculturalism: Canadian Contexts and Ethnic Elisions in Mass Effect
by David Callahan
The Indiepocalypse: the Political-Economy of Independent Game Development Labor in Contemporary Indie Markets
by Nadav D. Lipkin
The Open, the Closed and the Emergent: Theorizing Emergence for Videogame Studies
by Joan Soler-Adillon
Book Review
Review of Gaming the Iron Curtain
by Jaakko Suominen
Polygon has kindly published an excerpt from Handmade Pixels.
This is an excerpt from my history chapter, “A selective History of Independent Games”. My concern here is the prehistory of independent games and the central question: is independent game development new or old?
https://www.polygon.com/2019/11/15/20962788/indie-development-history-handmade-pixels
Proud to announce Real Games: What’s Legitimate and What’s Not in Contemporary Videogames by Mia Consalvo and Christopher Paul.
This is the 8th(!) book in the Playful Thinking series.
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
In videogame criticism, the worst insult might be “That’s not a real game!” For example, “That’s not a real game, it’s on Facebook!” and “That’s not a real game, it’s a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game’s gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.
Consalvo and Paul look at three main areas often viewed as determining a game’s legitimacy: the game’s pedigree (its developer), the content of the game itself, and the game’s payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game’s gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real.”
For your theoretical processing: Loading journal, 12/20.
“The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs
Ryan Scheiding
Playing Past and Future: Counterfactual History in Fallout 4
Sam McCready
Taking College Esports Seriously
Nyle Sky Kauweloa, Jenifer Sunrise Winter>
“No one gives you a rulebook to raise a kid”: Adoptive Motherhood in The Walking Dead Video Game Series
Sarah Marie Stang
The Role of Architecture in Constructing Gameworlds. >Examples from Dishonored>
Anthony Zonaga, Marcus Carter
Buying Time: Capitalist Temporalities in Animal Crossing: Pocket Camp
Rainforest Scully-Blaker
Chris Richardson was kind enough to interview me about The Art of Failure for his This is not a Pipe podcast series.
https://www.tinapp.org/episodes/artoffailure
On the page I also mention some of the books that have inspired me as a writer.
Here are all the published papers from the 2019 DiGRA conference.
For Handmade Pixels, I did a rather extensive series of interviews with developers and festival organizers.
I was interested in general questions of how they framed their own role and how they saw the history of independent games, as well as in the concrete details of their development or festival-organizing practices.
I am dropping half the interviews now, and will publish the rest during the later months of 2019.
Anna Anthropy
Game designer known for games such as Dys4ia, author of the Rise of the Videogame Zinesters manifesto. |
Bennett Foddy
Educator and game developer behind punishing games such as QWOP and Getting over it with Bennett Foddy. |
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Bernie DeKoven
Pioneer in physical and communal games, including with the New Games movement. |
Celia Pearce
Educator, writer and game developer who has worked with games, VR, and multimedia since the late 1980s. |
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David Kanaga
Composer and game developer of games such as Proteus and Oikospiel. |
Jason Rohrer
Independent game developer of games such as Passage and One Hour One Life. |
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Jonathan Blow
Independent game developer, best known for Braid and The Witness. |
Kelly Wallick
Chairperson of the Independent Games Festival since 2015, CEO and founder of Indie MEGABOOTH. |
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Tale of Tales
Belgium-based artist duo—Auriea Harvey and Michaël Samyn—known for their earlier work with experimental and experiential games such as The Path and The Graveyard. |