Your Theory Fix: New Issue of Eludamos

Vol 4, No 2 (2010)

Table of Contents

Perspectives

Preface: A Community of Players HTML PDF
Judd Ruggill, Randall James Nichols, Ryan M. Moeller, Ken S. McAllister 133
Hyper-Ludicity, Contra-Ludicity, and the Digital Game HTML PDF
Steven Conway 135-147
Screening Play: Rules, Wares, and Representations in “Realistic” Video Games HTML PDF
Ian Reyes, Suellen Adams 149-166
Playing the Second World War: Call of Duty and the Telling of History HTML PDF
Harrison Gish 167-180
Strategy Computer Games and Discourses of Geopolitical Order HTML PDF
Rolf F. Nohr 181-195
Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV HTML PDF
Marc Ouellette 197-213
Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft HTML PDF
Kevin Moberly 215-235
Really Fake: The Magic Circle, the Mundane Circle, and the Everyday HTML PDF
Joshua Zimmerman 237-251

Articles

Strange Reality: On Glitches and Uncanny Play HTML PDF
Eben G. Holmes 255-276
Designing and Implementing an Assessment Plan for a Virtual Engineering Lab HTML PDF
Marilee J. Bresciani, Khaled Morsi, Mark Tucker, Mark Siprut, Kris Stewart, Allison Duncan 277-285
Online Gaming and the Social Construction of Virtual Victimization HTML PDF
Steven Downing 287-301
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War HTML PDF
Jaimie Rachel Baron 303-314
Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2 HTML PDF
Kristine Jørgensen 315-331

Reviews

Book Review: The Mergence of Spaces by Elke Hemminger HTML PDF
Arne Schröder 335-338

Recent Theses: Abstract Games, Character-Driven Game Design, the Mind Module

Here are three interesting recent video game Master and PhD theses for your theoretical enjoyment.

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Jason Begy’s (my former research assistant at GAMBIT) Comparative Media Studies thesis:

Interpreting Abstract Games: The Metaphorical Potential of Formal Game Elements

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Petri Lankoski’s PhD thesis, Aalto University:

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Mirjam Palosaari Eladhari’s PhD thesis, Teeside University:

Characterising Action Potential in Virtual Game Worlds Applied with the Mind Module

Game Studies 10/01 is Out

(Yes, 10 years of Game Studies!)
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by J. Alison Bryant, Anna Akerman, Jordana Drell

This article details the “user-centered” research process adopted to create Nintendo DS games for preschoolers and addresses how new titles for specific populations can be approached. We review the role of exploratory and formative research in game development for young audiences and provide findings and design tips from the laboratory and field. [more]
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Tags, Threads, and Frames: Toward a Synthesis of Interaction Ritual and Livejournal Roleplaying
by
Sarah Wanenchak

This paper examines a game where sociological rules of interaction are adapted to fit an online context free from face to face encounters, and where these adapted rules are further stretched to fit interactions designed to construct a narrative that exists on both the individual and the communal levels. [more]
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Game designers often limit the availability of powerful cards in collectible card games. This approach can have negative consequences on a game’s suitability for casual play. This paper explores case studies of two online collectible card games and a design philosophy that argues that powerful game effects should be commonly available to players. [more]

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This article criticises influential MMO scholarship approaching virtual worlds as if they were outside the real world, and presents an alternative view based on Anselm Strauss’s concept of overlapping social worlds. MMOs are seen as sites where the world of players meshes with families and workplaces, and often flows over to other sites and forums. [more]

Interview

by Celia Pearce
Rand Miller, who with his brother Robyn designed Myst, the first blockbuster CD-ROM, talks about his legacy of vanguard game design, and the complex history of its multiplayer sequel Uru: Ages Beyond Myst. This interview, conducted via e-mail, took place shortly before the third re-opening of Uru. [more]

Book Reviews

by Richard Bartle
Review of “Digital Culture, Play and Identity: A World of Warcraft Reader” edited by Hilde G. Corneliussen and Jill Walker Rettberg, (MIT Press, 2008). [more]
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by Frans Mäyrä Review of “Cheating: Gaining Advantage in Videogames” by Mia Consalvo, (MIT Press 2007). [more]
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by Cynthia Haynes
Review of “Critical Play: Radical Game Design” by Mary Flanagan (MIT Press, 2009) [more]
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by Ragnhild Tronstad
Review of “Critical Play: Radical Game Design” by Mary Flanagan, (MIT Press, 2009). [more]

Your Theory Fix: New Issue of Eludamos

For your theory pleasure, the new issue of Eludamos is out.

(Full disclosure: I am on the advisory board now.)

Eludamos. Journal for Computer Game Culture

Vol 4, No 1 (2010)
Table of Contents
http://www.eludamos.org/index.php/eludamos/issue/view/vol4no1

Articles
Postcolonial Playgrounds: Games and postcolonial culture (1-6)
Sybille Lammes

Why so serious? On the relation of serious games and learning (7-24)
Johannes S. Breuer,     Gary Bente

The Computer Game as a Somatic Experience (25-40)
Henrik Smed Nielsen

Discourse Engines for Art Mods (41-56)
Cindy Poremba

Exploring the Creative Potential of Values Conscious Game Design:
Students’ Experiences with the VAP Curriculum (57-67)
Jonathan Belman,        Mary Flanagan

Indoor Fireworks: The Pleasures of Digital Game Pyrotechnics (69-83)
Simon Niedenthal

Interviews
The Museology of Computergames—An interview with the curator of the
Computerspiele Museum, Andreas Lange, and art historian and archivist Dr.
Winfried Bergmeyer, Berlin. (87-100)
Claudia Costa Pederson

Development in Context (101)
Judd Ethan Ruggill,     Ken S. McAllister

“Stay Small and Keep it All”: Making a Big Splash in Boutique Game
Development (103-107)
Ken S. McAllister,      Judd Ethan Ruggill

Evoking the Inexpressible: The Fine Art and Business of Games (109-115)
Jennifer deWinter,      Ken S. McAllister,      Judd Ethan Ruggill

No B.S.: The Contemporary Practice of Game Education, Design, and
Development (117-122)
Ken S. McAllister,      Judd Ethan Ruggill

Reviews
Planets as small as your house. A review of Super Mario Galaxy (125-128)
Ruben Aize Meintema

Book Review: The Ethics of Computer Games by Miguel Sicart (129-131)
Matthew Geyer Kaplan

Journal of Virtual Worlds Research: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

The Journal of Virtual Worlds has a new issue out, Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds.

Editor′s Corner

Why Virtual-World Economies Matter

Mandy Salomon, Serge Soudoplatoff

Abstract | PDF

Interactive Online Exhibits and Demonstrations

Rethinking Virtual Commodification, or The Virtual Kitchen Sink

Lori Landay

Movie | PDF

Invited Articles

On Money and Magic

Edward Castronova

Abstract | PDF

Characteristics of the Virtual Economy (after ‘State of Play VI’ Conference , 2009)

Julian Dibbel

Interview

China′s New Gold Farm

Anthony Gilmore

Abstract | PDF

Virtual Goods: Good for Business?

Nic Mitham

Abstract | PDF

Peer Reviewed Research Papers

“We Will Always Be One Step Ahead of Them” A Case Study on the Economy of Cheating in MMORPGs

Stefano de Paoli, Aphra Kerr

Abstract | PDF

An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe

Stéphane Kieger

Abstract | PDF

Born Virtuals and Avapreneurship: A case study of achieving successful outcomes in Peace Train – a Second Life organization

Robin Teigland

Abstract | PDF

Virtual Commerce (V-Commerce) in Second Life: The Roles of Physical Presence and Brand-Self Connection

Seung-A Annie Jin, Justin Bolebruch

Abstract | PDF

Research Papers

Understanding “Gold Farming” and Real-Money Trading as the Intersection of Real and Virtual Economies

Richard Heeks

Abstract | PDF

World of Warcraft: The Viability of Massively Multiplayer Online Role-Playing Games as Platforms for Modeling and Evaluating Perfect Competition

Eli Kosminsky

Abstract | PDF

“Think Pieces”

Currencies and Capitalisms on the Internet

Minna Ruckenstein

Abstract | PDF

Licensing Considerations for OpenSim-Based Virtual Worlds

Shenlei E. Winkler

Abstract | PDF

Monographs

Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy

Maura Welch

Abstract | PDF

Editor-in-Chief′s Corner

Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life

Shaowen Bardzell

Abstract | PDF