Make a game, ???, profit – The art of selling indie titles
To make money it’s not enough that an indie developer has a good game, there’s also a need for marketing skills.
Topical game research articles picked up and referenced by PlayLab! writers.
To make money it’s not enough that an indie developer has a good game, there’s also a need for marketing skills.
Jana Rambusch laajentaa esseessään pelin aikaisen kehollisuuden tarkastelun itsestään selvien ruumiinliikkeiden ulkopuolelle.
The Last of Us offers a grim warning to the player as a critical dystopia.
Research suggests that avatar identification can be a stepping stone towards online game addiction.
Obsessed with obliteration: The longing for decay in video-games.
Older adults play MMORPG’s as well!
Susanne Eichnerin essee käsittelee lapsihahmoja digitaalisissa peleissä tunteiden virittämisen näkökulmasta.
Ways of telling stories can be highlighted through comparing narrative tools in videogames and literature.
The Witcher 3: Wild Hunt haastaa isähahmojen patriarkaalisen auktoriteetin, toisin kuin BioShock ja the Last of Us.
Glitch horror utilizes the fallibility of technology as the source of its horrors.
The depiction of bureaucracy in Papers, Please reflects the ideas of Max Weber. Glory to Arstotzka!
In his article, Grant Tavinor deconstructs the meaning of aggressive behavior and the fictional nature of videogames
Paragon or Renegade? When designing a game with complex moral themes, shades of grey trump black and white
Take a peek at the popular phenomenon of gamification from a cultural perspective and map the relationship between games, society and cultural dynamics.
In the article “Tabletop Role-Playing Games, the Modern Fantastic, and Analog ‘Realized’ Worlds”, first published in the 2016 “Role Playing Games” special issue of Analog Game Studies, Curtis Carbonell explores the expansive worlds of tabletop role-playing games as ‘realized’ worlds and their position in the discourse of posthumanism.
Gamers do not see historical games as reliable sources of knowledge
Salaiset tavoitteet, yhteistyö ja vääristeltävissä oleva tieto synnyttävät petoksen fiktiota lautapeleissä.
Braid, Homesickened ja Velocity2X ovat pelattavia pelikritiikkejä.
Through observing the long-term analogies between games and societies and the role performed by mimicry, Cassone's article provides an alternate view of the relationship between games, society, and gamification through the views of Roger Caillois.
Annakaisa Kultima, Kati Alha and Timo Nummenmaa, researchers at the University of Tampere, have coauthored a paper at the Academic Mindtrek 2016 that presents a case study of Finnish Game Jam and of the community built around it. Consisting of post-event surveys collected during 2010–2016 and statistics collected from the event participant registration forms, the study provides an overview of the Finnish Game Jam scene and some suggestions for fostering similar game development ecosystems with national support schemes.