Exclusivity is evil – responses to Control launching on the Epic Games Store
Players involve creative language play and humor in their criticism of Remedy announcing a PC release exclusive to a single distribution platform.
Topical game research articles picked up and referenced by PlayLab! writers.
Players involve creative language play and humor in their criticism of Remedy announcing a PC release exclusive to a single distribution platform.
With video games becoming more mainstream, developers are starting to add more accessibility options for disabled players to enjoy the same games as well. This research investigates the value of these options and what they mean to disabled people.
Empathy spectrum defines several emotions often associated with empathy and explains how it can benefit both the player as well as game developers. Four different games are used to express stages of the spectrum.
Eudaimonic emotional experience has been given less attention than hedonistic emotional experience in gaming. Using a new framework proposed by research, designing more complex emotional experiences might be possible.
What are the affordances and restrictions the digital single-player role-playing games impose on the gamer? The study explores the different ways the player can use the game as a complex toy with multiple affordances to play pretend with.
Streaming Video Games on Twitch has Affordances for accruing wealth and fame.
Video games have started to take steps towards more inclusive representations of gender identities. A study by Dalila Forni discusses these new reconsiderations by analyzing gender representations in Horizon Zero Dawn.
What can and cannot be said while gaming according to men of color.
Are violent video games and one’s empathy connected? Krause et al. study this interesting topic and find surprising results in their article “Exploring the Effects of Violent Video Games on Healthcare Trainees”. #Violence #Gaming #Psychology
Mafia games feed stereotypical images of Italian people, and Mafia movies do the same to Mafia games. Stereotypical cultural products can legitimize organized crime.
Non-player characters can evoke trust, even love, Tali and Garrus of the Mass Effect series more than many others. Are you Shepard or the player?
In an effort to create a consistent environment for discussing #objectives, researchers narrowed games down to ten #imperative #goals that could be used to describe any #game.
In this article, the authors explore different kinds of bad behaviour in CS:GO esports, from throwing to bug exploitation, and how they are perceived by the spectators.
A study that investigates the villain of "Portal" by Valve, GLaDoS through a psychoanalytical lens. Does the monstrous mother’s behaviour originate from the patriarchy?
The Monster Manual represents women through misogynistic tropes, following in the footsteps of medieval bestiaries. Combining statistics with descriptions of monsters creates a new game mechanic, the ludic bestiary.
Kristian Redhead Ahm challenges existing literature on the motivations of playing old games, also known as retrogaming. He finds out that nostalgia is not the sole reason for retrogaming.
A study on what factors and aspects make watching #Twitch streams enjoyable. #enjoyment #streaming
We face an enormous danger in climate change, are video games the way to survive?
Jo investigates the early stages of South Korea’s gaming industry. He argues that pirated games and consoles functioned as South Korea’s starting point for gaming before the era of local game development.
Viewer engagement is guided by how, and what about, the streamer communicates.