Category: Game Research Highlights
-

The Critical Dystopia of The Last of Us
The Last of Us offers a grim warning to the player as a critical dystopia.
-

Do You Wanna Date My Avatar? Avatar Identification as a Contributing Factor in Game Addiction
Research suggests that avatar identification can be a stepping stone towards online game addiction.
-

Longing for the aesthetics of decay in digital games
Obsessed with obliteration: The longing for decay in video-games.
-

Lapsihahmojen esittämistavat videopeleissä – Tarkastelussa pelitutkimuksen artikkeli
Susanne Eichnerin essee käsittelee lapsihahmoja digitaalisissa peleissä tunteiden virittämisen näkökulmasta.
-

The Almighty Protagonist as Unreliable Narrator: Narrative Concepts for Understanding Digital Games
Ways of telling stories can be highlighted through comparing narrative tools in videogames and literature.
-

BioShock: Infinite, The Last of Us ja The Witcher 3: Wild Hunt -pelejä yhdistää väkivaltainen isyys, anti-isät ja erityislaatuiset tyttäret
The Witcher 3: Wild Hunt haastaa isähahmojen patriarkaalisen auktoriteetin, toisin kuin BioShock ja the Last of Us.
-

Never mind the vampires, here’s glitch horror
Glitch horror utilizes the fallibility of technology as the source of its horrors.
-

Papers, Please succeeds in replicating Weber’s Iron Cage of Bureaucracy in Video Game Form
The depiction of bureaucracy in Papers, Please reflects the ideas of Max Weber. Glory to Arstotzka!
-

Does violent gameplay lead to aggressive behavior?
In his article, Grant Tavinor deconstructs the meaning of aggressive behavior and the fictional nature of videogames
-

Quest for More Sophisticated Approach to Morality
Paragon or Renegade? When designing a game with complex moral themes, shades of grey trump black and white
-

Going down the Gamification Rabbit Hole – Through the Ludic Glass
Take a peek at the popular phenomenon of gamification from a cultural perspective and map the relationship between games, society and cultural dynamics.
-

Dungeons & Dragons & Deleuze
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.
-

Video Games are not Seen as a reliable source of historical knowledge
Gamers do not see historical games as reliable sources of knowledge
-

Lautapelisuunnittelijat voivat vaikuttaa pelikokemuksiin sisällyttämällä peleihinsä petoksen fiktiota
Salaiset tavoitteet, yhteistyö ja vääristeltävissä oleva tieto synnyttävät petoksen fiktiota lautapeleissä.
-

Parodia ja pastissi ovat pelikritiikin lähteitä nostalgiapeleissä
Braid, Homesickened ja Velocity2X ovat pelattavia pelikritiikkejä.
-

Mimicking Gamers: Understanding Gamification Through Roger Caillois.
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.
-

Finnish Game Jam Scene
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…
-

The Design of the Walker Game Experience
Alexander Muscat et al. explore the design themes that make up “walking simulators” or walker games.
-

Problematic Themes of Colonialism in Board Games
Goa and Navegador depict colonialist empire-building without violence.
