Fandom and Game Studies at a Crossroads
Fandom studies and Game studies have a lot to learn from one another
Fandom studies and Game studies have a lot to learn from one another
Presenting game history: the four archetypes of digital game histories.
Jonne Arjoranta’s paper “What does it mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass” examines the game King of Dragon Pass and the ways the player must…
The effect of poetic gameplay can be undermined by unnecessary difficulties related to story or mechanics.
Autcraft is a modded Minecraft server created to provide a safe place for autistic children to play.
The cyberpunk world of Remember Me has heaps of potential, but is hopelessly constrained by its linearity.
Popular memory of WWI is something that video-games are scared to engage In his article “It’s Hard to Play in the Trenches: World War I, Collective Memory and Videogames”, Adam…
Love it, or love it not.
Avatars don’t seem to be projection of the identity of the player In his article “Getting Into the Game: An Examination of Player Personality Projection in Videogame Avatars” Casey Hart…
Early around January this year, the Global Game Jam took place yet again around the world. In Finland alone, #FGJX (a.k.a Finnish Game Jam) had more than 20 locations, with…
In order to play a game your body needs to adapt to the game’s interface. What about those bodies that can’t? In his article “Game Interfaces as Disabling Infrastructures” David…
Pushing the envelope of gamification just a little bit more.
Atmosfear: The Gatekeeper is a DVD board game where its main attraction is also its biggest flaw.
tl;dr: Culture defines the Flow experience.
Bigger and badder, this Wolfenstein sequel expands on its predecessor
It’s time to rank the DLC fighters of Injustice 2. The very first text I wrote for Playlab! was a review of the DC Comics fighting game Injustice 2. A…
To make gaming experience more pervasive, game controllers need to be redesigned to better include body to playing.
The global phenomenon Pokémon Go doesn’t use the full potential of pervasive gaming.
Zagal’s article focuses on some of the different ways that war is represented and portrayed in videogames
Introducing the mode that transforms xcom from just a game to an experience analogous to life.