American Journal of Play 11/1

For your theoretical work/play: American Journal of Play 11/1


Editor’s Note

Editor’s Note

Articles

Liberating Human Expression: Work and Play or Work versus Play

J. Talmadge Wright

Desire and Doubt: The Potentials and the Potential Problems of Pursuing Play

Christine Payne

Abstract Only>Full Text>The Politics of Playtime: Reading Marx through Huizinga on the Desire to Escape from Ordinary Life

Michael J. Roberts

Twitch and the Work of Play

T. L. Taylor

Playing to Death

Ken S. McAllister and Judd Ethan Ruggill

The Emotional Work of Family Negotiations in Digital Play Space: Searching for Identity, Cooperation, and Enduring Conflict

J. Talmadge Wright and David G. Embrick

Book Reviews

Anthony T. DeBenedet, Playful Intelligence: The Power of Living Lightly in a Serious World

Peter Grey

First Paragraph Only>Full Text>Terry Kottman and Kristin K. Meany-Walen, Doing Play Therapy: From Building the Relationship to Facilitating Change

Jodi Ann Mullen

Victoria M. Grieve, Little Cold Warriors: American Childhood in the 1950s

Peter N Stearns

Katherine H. Adams and Michael L. Keene, Paper Dolls: Fragile Figures, Enduring Symbols

Michelle Parnett-Dwyer

Sinem Siyahhan and Elisabeth Gee, Families at Play: Connecting and Learning through Video Games

Mark Chen

Dominic Arsenault, Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System

Joseph A. Loporcaro

Game Studies 18, 3

For your theoretical consumption, Game Studies 18/3 special issue on Queerness and Video Games.

Not Gay as in Happy: Queer Resistance and Video Games (Introduction)

by Bonnie Ruberg, Amanda Phillips

The place where queerness meets games is a site of radical potential. This introduction, and this issue, ask how we can push queer game studies beyond desires for inclusion and representation and instead embrace a queer tradition of rejecting the status quo.[more]


Queer Games After Empathy: Feminism and Haptic Game Design Aesthetics from Consent to Cuteness to the Radically Softby Teddy Pozo

This article re-contextualizes debate in queer game studies over “empathy games,” represented by the games EMPATHY MACHINE (merritt k, 2014), Empathy Game (Anna Anthropy, 2015), and empathy machine (Mattie Brice, 2016), within debates over empathy in feminist theory. New terms for haptic game design aesthetics such as consent, cuteness, and the rad[more]

Time and Reparative Game Design: Queerness, Disability, and Affectby Kara Stone

This essay uses a personal account of the process of creating a videogame to explore themes of queerness, disability, and labour. It intermixes theories of queer time with crip time to detail possible approaches to a queer, accessible art practice that takes seriously social inequalities yet moves towards healing.[more]


When (and What) Queerness Counts: Homonationalism and Militarism in the Mass EffectSeriesby Jordan Youngblood

This paper examines how two BioWare-developed titles–2010’s Mass Effect 2 and 2012’s Mass Effect 3– integrate various depictions of LGBTQ-affiliated characters into a larger systemic process of thinking about populations as “war assets” to be expended, rendering queer identity as useful only when considered as a “positive” resource in the fight.[more]

“theyre all trans sharon”: Authoring Gender in Video Game Fan Fictionby Brianna Dym, Jed Brubaker, Casey Fiesler

Video game fans use fan fiction to critique video game narratives that exclude or misrepresent diverse gender identities in their design. Fans also recraft the video game narrative to include the representation they want to see, providing insight into how marginalized and minority players respond to diversity in games.[more]


Queering Control(lers) Through Reflective Game Design Practicesby Jess Marcotte

In this article, I make the case that control and controllers — the peripherals which players use as extensions of their bodies and minds to operate videogames — are a key entry point into the project of altering the hegemonic status quo of mainstream game design. Concepts from queer game studies, intersectional feminist theory, and critical design practices (particularly, the reflective game design framework) are brought together in order to analyze and subsequently queer five core aspects of control and controllers in videogames. I make use of examples from the work of queer creators, including my own, in order to queer each aspect.[more]

Coin of Another Realm: Gaming’s Queer Economyby Christopher Goetz

This essay explores gaming’s “queer economy,” joining intimate frameworks based on the study of affect and individual psychology with wider, systemic and economic analyses of the cultural and economic meaning of videogame play.[more]


Daddy’s Play: Subversion and Normativity in Dream Daddy’s Queer Worldby Braidon Schaufert

This article argues that the popular indie game Dream Daddy renormalizes the subversive gay daddy figure by replacing boundary-pushing depictions of sex with the positivity, joy, and optimism of the suburban upper- middle class. Attending to negative feelings, or “bad dreams,” in the game can wake players up to messier, kinkier, and queerer worlds.[more]

Backtrack, Pause, Rewind, Reset: Queering Chrononormativity in Gamingby Matt Knutson

Applying Elizabeth Freeman’s concept of chrononormativity to play, this article examines time in high-stakes, professional play as a normative structure against which to recognize a set of queer temporalities, including backtracking, rewinding and resetting. A discussion of Life Is Strange illustrates both queer content and queered time in games.[more]


The Affectively Necessary Labour of Queer Modsby Tom Welch

This article examines queer videogame modifications as a specific form of free and affective labour. Drawing on multiple modders, I describe the varying relationships between queer players, developers, and the game object through mods.[more]

Queer Easter Eggs and their Hierarchies of Playby Eric James

Some of the earliest queer representations in mass-market games are Easter eggs, hidden artifacts that often present queer experiences as zany and noncanonical. Contrasting Easter eggs with representational politics that emphasize player choice, this article instead advocates for ambivalent design that confronts players with queer irresolvability.[more]


Engineering Queerness in the Game Development Pipelineby Eric Freedman

With its focus on video game engines, this essay proposes how a queer analysis of the labors and technologies that undergird the work in progress might strengthen more generalized discussions of the representational politics of video games, their audiences, and their production communities.[more]

Eludamos Journal Vol 9 no 1.

For your theoretical entertainment, Eludamos Journal Vol 9 no 1.

Game Studies Vol 18 no 2

For your theoretical scrutiny: Game Studies: The International Journal of Computer Game Research has just published its latest issue (Volume 18, Issue 2, September 2018). All articles are available at http://www.gamestudies.org/1802

 Articles

“Why do I have to make a choice? Maybe the three of us could, uh…”: Non-Monogamy in Videogame Narratives

by Meghan Blythe Adams, Nathan Rambukkana

This paper investigates non-monogamy in videogame narratives with a focus on games that include scripted non- monogamous gameplay options, such as Mass Effect (BioWare, 2007), and The Witcher 3: Wild Hunt (CD Projekt RED, 2007), along with the current limitations on this form of representation in mainstream games.

Why Do Players Misuse Emotes in Hearthstone? Negotiating the Use of Communicative Affordances in an Online Multiplayer Game

by Jonne Arjoranta, Marko Siitonen

This article analyses Hearthstone players’ forum discussions. The analysis illustrates how forum participants interpret the game’s limited emote system and talk about ways of misusing the emotes for negatively loaded purposes, despite the designers’ intention of making player-to-player interaction positive.

The Semiotics of the Game Controller

by Johan Blomberg

How the video game experience can be characterized is an important question in video game research. I argue that the video game controller has a crucial role for the interactive experience. This paper presents a semiotic analysis of the relation between player, video game, and controller.

Same but Different: A Comparative Content Analysis of Trolling in Russian and Brazilian Gaming Imageboards

by Ahmed Elmezeny, Jeffrey Wimmer, Manoella Oliveira dos Santos, Ekaterina Orlova, Irina Tribusean, Anna Antonova

Using a qualitative content analysis, this study analyses the differences between trolling strategies and reactions to trolling in two nationally distinct gaming image boards (Russia and Brazil). The research shows that while there are differences in both samples, overall trolling is somewhat homogenous, indicating a transcultural standard.

Minecrafting Masculinities: Gamer Dads, Queer Childhoods and Father-Son Gameplay in A Boy Made of Blocks

by Rob Gallagher

Narrated by a father who bonds with his autistic son via Minecraft, Keith Stuart’s novel A Boy Made of Blocks highlights the important role videogames now play in discourses of gender, ability, education and parenting. This article draws on Stockton’s work on ‘queer childhood’ to assess the book’s implications for conceptions of gamer masculinity.

Walking, Talking and Playing with Masculinities in Firewatch

by Mellisa Kagen

The story, mechanics and genre of Firewatch subvert traditional, hypermasculine videogame norms and encourage players to perform a care-oriented masculinity.

No Straight Answers: Queering Hegemonic Masculinity in BioWare’s Mass Effect

by Theresa Krampe

This article discusses the ludic and narrative presentation of non-hegemonic masculinities in BioWare’s Mass Effect trilogy from an intersectional queer game studies perspective. In-depth and multidimensional character analyses reveal the complex power structures permeating the game and regulating its identity politics.

The Wasteland of the Real: Nostalgia and Simulacra in Fallout

by Kathleen McClancy

This article discusses how the intersection of fictional worlds, game rules, and narratives in videogames challenges the creation and ideological employment of Baudrillard’s simulacra through an examination of the Fallout franchise’s engagement with Cold War nostalgia and computer technology.

Everything Merges with the Game: A Generative Music System Embedded in a Videogame Increases Flow

by Joshua D. Sites, Robert F. Potter

Designers strive to create games conducive to flow, “the optimal experience.” This study demonstrates that a generative music system in place of a traditional game soundtrack can help players reach flow, even when they are unaware of the novel music system. The benefits of a generative system were most apparent in the first minutes of gameplay.

American Journal of Play Vol 10 no 2

For your theoretical consumption, American Journal of play Vol 10 no 2.

Editor’s Note

Articles

 

Kinephanos issue: It’s [not just] in the game

For your theoretical dissection.

Kinephanos special issue: “It’s [not just] in the game”: the promotional context of video games / le contexte promotionnel des jeux vidéo

Volume 7, Issue 1, November 2017 / Volume 7, numéro 1, novembre 2017
Edited by / Dirigé par Ed Vollans, Stephanie Janes, Carl Therrien & Dominic Arsenault

Introduction: “It’s [not Just] in the Game”: the Promotional Context of Video Games
ED VOLLANS, STEPHANIE JANES, CARL THERRIEN & DOMINIC ARSENAULT

Peer-reviewed articles / Articles avec comité de lecture

Exploring the Myth of the Representative Video Game Trailer
JAN ŠVELCH
Independent Scholar

Now You’re Playing with Adverts: A Repertoire of Frames for the Historical Study of Game Culture through Marketing Discourse
CARL THERRIEN & ISABELLE LEFEBVRE
Université de Montréal

Man’s Best Enemy: The Role of Advertising During Atari’s Launch in Brazil in 1983
ANDRÉ FAGUNDES PASE & ROBERTO TIETZMANN
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)

“The most Cinematic Game yet”
ED VOLLANS
Bournemouth University

Marketing Authenticity: Rockstar Games and the Use of Cinema in Video Game Promotion
ESTHER WRIGHT
University of Warwick

Configurative Dynamics of Gender in Bioware’s Marketing for the Mass Effect Franchise
LEANDRO AUGUSTO BORGES LIMA
King’s College London

Pervasive Games Beyond the Promotional Tools: Approaches of Aesthetic Pervasiveness in Consumption of Experience
THAIANE MOREIRA DE OLIVEIRA
Federal Fluminense University

Not actual game play, but is it real life?: Live-action footage in digital game trailers and advertising as gamerspace
THEO PLOTHE
Walsh University

Quality of Video Game Trailers
ZEYNEP TANES-EHLE & SARA SPEEDY
Duquesne University

Game-playing, from Submission to Creation

I keep returning to this question: When we play a game, are we free –  or are we prisoners of the game rules?

Here is Playing, my contribution to Henry Lowood and Raiford Guins’ wonderful Debugging Game History collection.

In the piece I argue that there are four main conceptions of the act of game-playing, going from playing as submission to playing as creation.

1. Playing as submission, where the player is bound by the limits set forth by the game rules.

2. Playing as constrained freedom, where the game creates a space in which players acquire a certain amount of freedom and the opportunity to perform particular acts.

3. Playing as subversion, where the player works around both the designer’s intentions and the game object’s apparent limitations.

4. Playing as creation, where the game is ultimately irrelevant for (or at least secondary to) the actual playing.

Read the full text here: http://www.jesperjuul.net/text/playing/

 

ToDIGRA special issue, 1st DiGRA and FDG conference

For your theoretical consumption:

Special Issue, 1st Joint International Conference of DIGRA and FDG

Introduction PDF
Ashley Brown, Rafael Bidarra
No-one Plays Alone PDF
Chris Bateman
“Ruinensehnsucht”: Longing for Decay in Computer Games PDF
Mathias Fuchs
Creative Communities: Shaping Process through Performance and Play PDF
Lynn Parker, Dayna Galloway
Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching PDF
Orion Mavridou
A Review of Social Features in Social Network Games PDF
Janne Paavilainen, Kati Alha, Hannu Korhonen
Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games PDF
Malcolm Ryan, Dan Staines, Paul Formosa
Developing Ideation Cards for Mixed Reality Game Design PDF
Richard Wetzel, Tom Rodden, Steve Benford
Source Code and Formal Analysis: A Reading of Passage PDF
Ea Christina Willumsen

ISSN: 2328-9422