Manners maketh player – How bad player behaviour is perceived in CS:GO esports.
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.
Topical game research articles picked up and referenced by PlayLab! writers.
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.
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.