It’s More Than Skin-Deep: Creating Diversity in Digital and Non-Digital Games
Diversity in games requires more than player-customizable avatars. The extensive game analysis outlines five strategies for creating more inclusive characters in games.
Topical game research articles picked up and referenced by PlayLab! writers.
Diversity in games requires more than player-customizable avatars. The extensive game analysis outlines five strategies for creating more inclusive characters in 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
Lauded as a core concept in gaming, interactivity in video games is based on illusory agency. Real player interaction might not lie within the games themselves, but outside.
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
A new study peers into what players of Alien Isolation think about its AI. Are you a simulationist or an experientialist?
Humans have the remarkable ability to sexualize anything, so, naturally, playing videogames has been subject to this tendency. One interesting form of this is the healslut phenomenon in Activision Blizzard’s Overwatch.
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’
Gamers in Poland and the United States differ from time used playing games and gaming devices used but play similar types of games. #gamer #research #gamerculture
Kilpapelaaminen on aina ollut monipuolista jopa Suomessa.
Mass Effect trilogy gives us a perspective of a possible future where the disabilities haven't been written off but are still present, existing among futuristic technologies.
A study on speedrunning a zombie game, Left 4 Dead, counters the view of the practice as only game-breaking to that of a generative process which can provide new aspects for the narrative of the game.
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.
Generative music in games affect the flow experience of gameplay sessions which may be beneficial in game design.
An article by Dale Leorke, a Postdoctoral Researcher at the Centre of Excellence in Game Culture Studies at Tampere University, Finland, discussing the motivations people have to play board games alone as opposed to enjoying them with friends.
Tutkimus osoittaa, että kuolema voidaan esittää videopeleissä hyvin vähäpätöisenä ja mekaanisena osana itse tarinaa.
Gaming in classroom, a doomed combination in education? Hewett et al. article “The 21st century classroom gamer” explores this fascinating topic.
Research suggests that gaming can be used as an effective tool to reduce bias.
Could educational escape rooms be the new hip pedagocical thing?
How are streaming, viewing, playing and spending money on esports connected?
In the future ‘KAHOOT!’ and other tools can make the learning process of students easier.