Topical game research articles picked up and referenced by PlayLab! writers.

From Space to place: Creating Meaningful Environments in Video Games

One of Red Dead Redemption 2’s greatest achievements is the dynamic, “lived in” feel of its environment. Research highlight from Westerside and Holopainen’s article breaks down how these affective spaces are created and how they carry the narrative throughout the game. #rdr2

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Towards Paradise – Where gaming adaptations of Dante’s Comedy still stoop

Dante’s Comedy holds near unparalleled transmedia potential which has been widely but incompletely tapped in numerous gaming adaptations. A “game for change” could be created were it given the attention it deserves. #dante #comedy #medievalism

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Walking simulators as storytellers – ‘What Remains of Edith Finch’ as an example of literary gaming

Are walking simulators only good for walking, or is there any literary depth to it? Bozdog et al. delves into this in their article: ‘Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch’

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Soda Machines – A Mere Symbols of Refreshment or Representations of Our Capitalistic Reality

Soda machines in video games contain purposes of consumerism, aesthetic, ludic, and narrative, to enhance players' presence. Furthermore, they fortify the consumerist values of modern capitalism.

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Merkitseekö kuolema bittimaailmassa vain häviötä? – Sureminen ja hautaaminen jätetään videopeleissä tarkoituksella taka-alalle

Tutkimus osoittaa, että kuolema voidaan esittää videopeleissä hyvin vähäpätöisenä ja mekaanisena osana itse tarinaa.

Continue ReadingMerkitseekö kuolema bittimaailmassa vain häviötä? – Sureminen ja hautaaminen jätetään videopeleissä tarkoituksella taka-alalle