Creating Critical Gameplay
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Evaluating Player Immersion in Survival Horror Video Game Design 1
EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MELODIE GRIFFIN DR. JENNIFER PALILONIS - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2019 EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 1 ABSTRACT THESIS: Evaluating Player Immersion in Survival Horror Video Games STUDENT: Melodie Griffin DEGREE: Master of Arts COLLEGE: College of Communication, Information, Media DATE: May 2019 PAGES: 66 While survival horror video games develop at a rapid pace, a gap in user experience research continues to widen alongside their development. More specifically, this study seeks to understand how perspective and narrative affect player immersion in survival horror video games by performing a comparative study of player experience during gameplay with and without virtual reality enhancement. By evaluating how players interact with the gameplay experience, this study will identify how differing player perspective provokes or affects player immersion. Based on these findings, this study recommends a less restrictive game structure that limits the use of narrative cutscenes, provides more than one way to complete game challenges/objectives, and allows for virtual reality enhancement options. EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 2 ACKNOWLEDGEMENT I’d like to express sincere gratitude to my advisor, mentor, and friend-- Dr. Jennifer Palilonis. My thesis committee Dr. Johnny Sparks and Dr. Tim Huang also deserve my gratitude. In addition, a great many thanks goes to the Emerging Media Design and Development faculty and students. Their support and kindness has strengthened my research. -
Repositorium Für Die Medienwissenschaft
Repositorium für die Medienwissenschaft Martin Hennig Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes 2015 https://doi.org/10.25969/mediarep/16505 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Hennig, Martin: Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes. In: IMAGE. Zeitschrift für interdisziplinäre Bildwissenschaft. Themenheft zu Heft 21, Jg. 11 (2015), Nr. 1, S. 17– 33. DOI: https://doi.org/10.25969/mediarep/16505. Erstmalig hier erschienen / Initial publication here: http://www.gib.uni-tuebingen.de/image/ausgaben-3?function=fnArticle&showArticle=319 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Monetizing Digital Media: Trends, Key Insights and Strategies That Work
1 Monetizing Digital Media: Trends, Key Insights and Strategies that Work Table of Contents ACKNOWLEDGEMENTS!...................................................................................................................!3! INTRODUCTION!..................................................................................................................................!4! 1. PREAMBLE!.............................................................................................................................................!4! 2. APPROACH AND METHODOLOGY!...........................................................................................................!4! 3. STRUCTURE OF THIS REPORT!...............................................................................................................!4! A. A GENERAL OVERVIEW OF THE MONETIZATION OF DIGITAL MEDIA!...............................!5! 1. PREAMBLE!.............................................................................................................................................!5! 2. MONETIZATION MODELS!........................................................................................................................!5! 2.1 Key Monetization Models!............................................................................................................!5! 2.2 Video Games Industry Innovation in Monetization!..................................................................!7! 2.3 The Prominence of the Freemium Model!.................................................................................!9! -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
Canadian Hybrid Tournament 2017 Packet H.Txt- Written by Tossups
Canadian Hybrid Tournament 2017 Packet H.txt- Written by Tossups 1. This is the only FIFA World Cup in history where all four countries of the United Kingdom have qualified. At this World Cup, Anatoli Ilyin scored the game winning goal to clinch a playoff spot in the Soviet Union’s first World Cup appearance. This World Cup saw a weakened English squad because of the Munich Air Disaster of the same year. France defeated West Germany (*) 6-3 in the third-place playoff at this World Cup on a four-goal performance from their leading scorer. In this World Cup, a tournament history high 13 goals were scored by France’s Just Fontaine, and 6 goals, all in the playoffs, were scored by a 17-year old Pele. For 10 points, name this FIFA World Cup where hosts Sweden lost the final to give the first title to Brazil. ANSWER: 1958 FIFA World Cup 2. This leader quelled an uprising of 50,000 Black African soldiers after the execution of Mu’Tamin. This leader who won the battle of Jacob’s Ford surrounded their tent with chalk to reveal the footsteps of assassins. Balian of Ibelin surrendered a city to this leader’s forces and paid this leader 30,000 dinars. This leader was handed a crushing defeat by (*) Baldwin IV at the battle of Montgisard, but later captured Guy de Lusignan near an extinct volcano. This leader called off a siege at Tyre, and also signed the Treaty of Ramla which allowed pilgrimages in their land. This victor of a battle at the Horns of Hattin lost against the forces of Richard the Lionheart at Arsuf, and conquered the Kingdom of Jerusalem. -
The Moral Choice of Infamous: Law and Morality in Video Games
University of Wollongong Research Online Faculty of Law, Humanities and the Arts - Papers Faculty of Arts, Social Sciences & Humanities 1-1-2015 The moral choice of inFAMOUS: law and morality in video games Michael Barnett University of Wollongong Cassandra E. Sharp University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/lhapapers Part of the Arts and Humanities Commons, and the Law Commons Recommended Citation Barnett, Michael and Sharp, Cassandra E., "The moral choice of inFAMOUS: law and morality in video games" (2015). Faculty of Law, Humanities and the Arts - Papers. 2429. https://ro.uow.edu.au/lhapapers/2429 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] The moral choice of inFAMOUS: law and morality in video games Abstract With increasing capacity for real-life simulation, high definition graphics, and complex interactive narrativity, video games now offer a high level of sophisticated engagement for players, which contribute significantly ot their widespread popular support. As an extremely prevalent sub-culture of new media, they also provoke jurisprudential investigations. This article acknowledges the culturally constructed nature of playing video games, and helps to explore the normative expectations of law that might be facilitated by the narrative structures inherent within the game itself. It does so by exploring one game series within this framework and asks what meaning can be transformed about issues of law, morality and power from playing these games. By analysing and critiquing the way in which both the narrative and the mechanics of this particular game shape our understanding of the relationship between power, law and morality, we argue that Infamous reflects a normative privileging of natural law. -
Markedness, Gender, and Death in Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 10-2-2020 1:00 PM Exquisite Corpses: Markedness, Gender, and Death in Video Games Meghan Blythe Adams, The University of Western Ontario Supervisor: Boulter, Jonathan, The University of Western Ontario : Faflak, Joel, The University of Western Ontario A thesis submitted in partial fulfillment of the equirr ements for the Doctor of Philosophy degree in English © Meghan Blythe Adams 2020 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Adams, Meghan Blythe, "Exquisite Corpses: Markedness, Gender, and Death in Video Games" (2020). Electronic Thesis and Dissertation Repository. 7414. https://ir.lib.uwo.ca/etd/7414 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract This dissertation analyzes gendered death animations in video games and the way games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how a culture treats normative identities as unproblematic while marking non-normative identities as deviant. Chapter One characterizes play as a form of death-deferral, which culminates in the spectacle of player-character death. I argue that death in games can facilitate what Hegel calls tarrying with death, embracing our subjection to mortality. -
Fig. 1: the Cartoony, In-Game Graphics. Fig. 2: a More Lifelike, Pre-Rendered Cutscene
Joseph Thurmond Dr. Jennifer Buckner 8 May 2017 ENGL-629-O Box Logic Project: Part 3 – Recording a Nightmare: Outlast and the Remediation of a Camcorder Introduction The act of remediation is typically thought of as the language or form of a medium being used within another. A common example used for videogames is how “cutscenes” remediate film, which present a story in a more realistic, dramatic light to break up playing. While this medium has reached the point where the visuals of cutscenes are increasingly indistinguishable from in-game graphics, they were clearly meant to provide a cinematic flair to titles such as Final Fantasy VII in contrast to the blocky, polygonal graphics, respectively shown in figures 1 and 2. Fig. 1: The cartoony, in-game graphics. Fig. 2: A more lifelike, pre-rendered cutscene. This can be further analyzed to point out how the camera angles, structure, and presentation of cutscenes remediate filming norms, but a curiously understudied aspect of remediation is how the devices used for previous media languages/forms are represented in newer media. Jay Bolter and Richard Grusin understandably compare the evolution between, say, photography remediating Renaissance painting as the fulfillment of lifelike art to the point where many asked, “Was photography an art? Did it make painting and painters unnecessary? And so on” (25). Film is the fulfillment of bringing motion to the static images of photography, and videogames have sought to provide direct involvement while striving for the lifelikeness of film and photography -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
How Does the Inclusion of Narrative Affect the Interactivity of Video
How Does the inclusion of Narrative Affect the Interactivity of Video Games? Joe Neeves 1 Abstract This report examines the role of narratives in interactive experiences, beginning with an analysis of the compelling nature of narratives themselves. Through combining a traditional definition of narratives (Aristotle, 335BC) and a modern distinction between a game’s context, story, and narrative, (Juul, 2001; 2002) it examines how the principles of ludology and narratology, (Frasca, 2003) reflect both the immense possibilities for narrative-based interactive experiences, and the inherent flaws with combining linear stories with diverging gameplay and interactivity. Focusing on the issue of player agency, it also examines narratives in relation to emergent gameplay (Holland 1997), extending this to the exogenous narratives often seen from YouTube gaming content creators, forming their own emergent and meaningful gameplay that is centred on a video game world, but existing outside of it. 2 Contents Table of Illustrations …………………………………………………………………………………………………… p.03 Imagination ………………………………………………………………………………………………………………… p.04 Early Game Structures ………………………………………………………………………………………………… p.05 Interactivity & A Sense of Agency ……………………………………………………………………………… p.08 Emergence & Experimentation…………………………………………………………………………………… p.17 Conclusion ………………………………………………………………………………………………………………… p.21 Bibliography ……………………………………………………………………………………………………………… p.22 Table of Illustrations Figure 1: Namco (1980) Pac-Man Figure 2: Spierling, Ulrike (2005) Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach. p.8. Available from: <http://www.digra.org/wp- content/uploads/digital-library/06278.24521.pdf> [Accessed 12th September 2015] Figure 3: Salen, Katie and Zimmerman, Eric (2004) Rules of Play: Game Design Fundamentals. Cambridge Mass/London England: MIT Press. Figure 4: Dontnod Entertainment (2015) Life is Strange Figure 5: Sega (2005) Shadow the Hedgehog Figure 6: Rockstar Games (2011) L.A.