The meanings of gameplay and interactivity for video games researcher

Jonathan Frome’s article considers the importance of separating the terms “interactivity” and “gameplay” when discussing emotional reactions to video games. The article encourages scholars to use more distinct terminology and definitions.

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Accessibility and Gaming: Why Providing Accessibility Options Is Important

With video games becoming more mainstream, developers are starting to add more accessibility options for disabled players to enjoy the same games as well. This research investigates the value of these options and what they mean to disabled people.

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Performing and Pretending for The Audience of One: Role-Playing in Single-Player Games

What are the affordances and restrictions the digital single-player role-playing games impose on the gamer? The study explores the different ways the player can use the game as a complex toy with multiple affordances to play pretend with.

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Beyond Gender Stereotypes: Narrative Video Games as a Tool for Fostering Gender Equality

Video games have started to take steps towards more inclusive representations of gender identities. A study by Dalila Forni discusses these new reconsiderations by analyzing gender representations in Horizon Zero Dawn.

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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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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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