Tag: game research
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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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Constructing player identity in Counter-Strike.
Stöhl and Rusk use ethnographic methods to see what tools are being used for identity construction when playing, and what these identities are.
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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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Twitch streaming and its affordances
Streaming Video Games on Twitch has Affordances for accruing wealth and fame.
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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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What we do in games – Ten imperative goals
In an effort to create a consistent environment for discussing #objectives, researchers narrowed games down to ten #imperative #goals that could be used to describe any #game.
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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.
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Analyzing the antagonist; how Portal’s GLaDoS echoes patriarchal values
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?
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Why do people play old games?
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.
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The need for new forms of gameplay in the face of climate change
We face an enormous danger in climate change, are video games the way to survive?
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The Korean video game industry started from piracy
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.
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Watch-time or donations? Twitch streamer – choose one
Viewer engagement is guided by how, and what about, the streamer communicates.
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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.
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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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Player Views on Artificial Intelligence in The Game Alien: Isolation
A new study peers into what players of Alien Isolation think about its AI. Are you a simulationist or an experientialist?
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The Disabilities in The Imagined Future
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.
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Speedrunning – To Destroy is to Transform
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.
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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.

