Topical game research articles picked up and referenced by PlayLab! writers.
Popular memory of WWI is something that video-games are scared to engage In his article “It’s Hard to Play in the Trenches: World War I, Collective Memory and Videogames”, Adam…
Avatars don’t seem to be projection of the identity of the player In his article “Getting Into the Game: An Examination of Player Personality Projection in Videogame Avatars” Casey Hart…
In order to play a game your body needs to adapt to the game’s interface. What about those bodies that can’t? In his article “Game Interfaces as Disabling Infrastructures” David…
game controller
Pushing the envelope of gamification just a little bit more.
tl;dr: Culture defines the Flow experience.
The methods of gamestudy: formalism vs situationism and more
To make gaming experience more pervasive, game controllers need to be redesigned to better include body to playing.
The global phenomenon Pokémon Go doesn’t use the full potential of pervasive gaming.
Defcon (Introversion Software) taken from Steam
http://cdn.edgecast.steamstatic.com/steam/apps/1520/0000000629.jpg?t=1478098162
Zagal’s article focuses on some of the different ways that war is represented and portrayed in videogames
Enlightenment
Can spiritual concepts be applied to videogames – the case of the apophatic
Integrating games into the art world: A case study of Jason Rohrer’s games The question “are video games art?” has caused a lot of discussion and debate over the last…
Who cyberbullies and victimizes who online, and why?
Rules lawyering as an expression of masculinity.
Illusion master.
Challenging the concept of immersion, flow and presence
LittleBigPlanet or LBP is an example of a participatory and a convergence culture whose users show a strongly socially-oriented attitude to technology.
Taken from //www.flickr.com/photos/playstationblogeurope/6877808054
Introducing an open-minded and critical player type Different players enjoy different things in video games, but a certain type of player actively strives to create meaning and wants to experience…
Some escape rooms are experimenting with ways of bringing new genres into the scene In their article titled ’Escape Rooms and the Seductive Ubiquity of Capture’ published in Analog Game…
That Dragon, Cancer pelissä kuolema ei ole osa mekaniikkaa vaan osa tarinaa.
From fans of FIFA to those who enjoy The Sims, there is plenty to analyze about gaming preferences. In their article "The Structure of Video Game Preference", Rune Klevjer and…
The cultural value of Bioshock : the poster child of prestige games Felan Parker explores in his article “Canonizing Bioshock: Cultural Value and the Prestige Game” how Bioshock (2007) exemplifies…