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

To conform or not to conform – dissonance of presenting woman empowerment in Life is Strange and The Walking Dead

How do narrative adventure games like Life is Strange and The Walking Dead depict women empowerment in morally precarious situations? This is what Butt & Dunne’s "Rebel Girls and Consequences in Life is Strange and The Walking Dead" is about.

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Video games for the purpose of playing or rather for the purpose of getting acquainted at this time?

Nowadays, games are considered, among other things, a mean of finding new friends or even a partner. In addition, games can also create environments where one can get easily misunderstood…

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AutoGym – How to Maintain Situational Awareness During Autonomous Driving?

Driving a car is arguably not the healthiest form of transportation. Very restricted space for movement and a suboptimal sitting posture can, especially in long-distance commuters and professional drivers, lead to physical and mental suffering, such as physical fatigue. With the development of autonomous cars, which relieve drivers from the driving task and offer a much wider range of movements and incar interactions, new possibilities of physical exercises have emerged. To explore how to implement physical exercises into the car context, Sven Krome, Jussi Holopainen and Stefan Greuter developed an in-car fitness program AutoGym, which translates the traffic into an exertion game.

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Wolfenstein “The New Order”: Music as Inter-World Identity and Powerful Weapon

What if #Germany had won the second world war? The video game #Wolfenstein : The New Order has been trying to give an answer to this seemingly hypothetical scenario (Domíniguez 2017:71f). By combining #fantasy, real-world history, and the players historical knowledge, and through the element of music, the game is reinterpreting history and the present.

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