Video Game Presentism
Total Page:16
File Type:pdf, Size:1020Kb
Load more
										Recommended publications
									
								- 
												  Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, ILTerry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL *** Date: October 13, 2015 Location: Home of Terry Minnich (157 Golden Dr.) – Glendale Heights, IL Interviewer(s): Jordan Mynes, Fulgencio Torres Transcription: Jared Wohn, Zhanna Badasyan, Silvia Nunez Length: 2 hours, 30 minutes, 15 seconds Project: History of CoinOp in Chicago [00:00:00] Jordan Mynes [JM]: Alright I’m Jordan Mynes Fulgencio Torres [FT]: And Fulgencio Torres JM: And we’re interviewing Trickman Terry and I forgot your name, sorry Jeff Lee [JL]: Jeff Lee! 2 JM: Jeff Lee, and this is for our class History of Video Games with Carly Kocurek and the Chicago CoinOp Archive and just real quick tell us about yourselves, how’d you first get into video games? Terry Trickman [TM]: You first or JL: Well I got into video games back in 1981. I was working as an artist I was working at Triton College in River Grove and I got a call one day from a friend of mine, Richard Tracy, who I’ve known for a number of years socially. We played music together and he knew one of my hobbies was playing games war games, cards, and board games all kinds of stuff like that and he had recently taken a job at D. Gottlieb & Co. which was one of the three, four , five pinball companies in chicago. Chicago being the home of pinball and D. Gottlieb invented the flipper game back in the 30s and JM: It was mostly tilt before that right? JL: Yeah, I guess, I guess so that’s all they did All: [laughs] JL: Supposedly, supposedly, David Gottlieb or even probably one of his engineers invented the flipper then right and anyway the video game boom had commenced and a lot of the companies, Bally Midway, Williams, and Stern, had jumped on that bandwagon.
- 
												  WITH OUR DEMONS a Thesis Submitted By1 MONSTROSITIES MADE IN THE INTERFACE: THE IDEOLOGICAL RAMIFICATIONS OF ‘PLAYING’ WITH OUR DEMONS A Thesis submitted by Jesse J Warren, BLM Student ID: u1060927 For the award of Master of Arts (Humanities and Communication) 2020 Thesis Certification Page This thesis is entirely the work of Jesse Warren except where otherwise acknowledged. This work is original and has not previously been submitted for any other award, except where acknowledged. Signed by the candidate: __________________________________________________________________ Principal Supervisor: _________________________________________________________________ Abstract Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’.
- 
												  Becoming Human? Ableism and Control in <Em>Detroit: BecomeHuman-Machine Communication Volume 2, 2021 https://doi.org/10.30658/hmc.2.7 Becoming Human? Ableism and Control in Detroit: Become Human and the Implications for Human- Machine Communication Marco Dehnert1 and Rebecca B. Leach1 1 The Hugh Downs School of Human Communication, Arizona State University, Tempe, AZ, USA Abstract In human-machine communication (HMC), machines are communicative subjects in the creation of meaning. The Computers are Social Actors and constructivist approaches to HMC postulate that humans communicate with machines as if they were people. From this perspective, communication is understood as heavily scripted where humans mind- lessly apply human-to-human scripts in HMC. We argue that a critical approach to com- munication scripts reveals how humans may rely on ableism as a means of sense-making in their relationships with machines. Using the choose-your-own-adventure game Detroit: Become Human as a case study, we demonstrate (a) how ableist communication scripts ren- der machines as both less-than-human and superhuman and (b) how such scripts manifest in control and cyborg anxiety. We conclude with theoretical and design implications for rescripting ableist communication scripts. Keywords: human-machine communication, ableism, control, cyborg anxiety, Computers are Social Actors (CASA) Introduction Human-Machine Communication (HMC) refers to both a new area of research and concept within communication, defined as “the creation of meaning among humans and machines” (Guzman, 2018, p. 1; Fortunati & Edwards, 2020). HMC invites a shift in perspective where CONTACT Marco Dehnert • The Hugh Downs School of Human Communication • Arizona State University • P.O. Box 871205 • Tempe, AZ 85287-1205, USA • [email protected] ISSN 2638-602X (print)/ISSN 2638-6038 (online) www.hmcjournal.com Copyright 2021 Authors.
- 
												  Magisterarbeit / Master's ThesisMAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13
- 
												  Review: 'Until Dawn' Adds Clever Twists to Teen Horror Genre 25 August 2015, Bylou KestenReview: 'Until Dawn' adds clever twists to teen horror genre 25 August 2015, byLou Kesten those hoary genre tropes, then throws in a bunch more to keep you off balance. There's a creepy psychiatrist. There's an ancient Native American curse. There's an abandoned sanitarium, and a 50-year-old tragedy that may explain all the mayhem. Don't get too comfortable once you think you've pegged the psycho killer, because there are still many hours to go before sun-up. "Until Dawn" benefits from a game, appealing young cast, led by Hayden Panettiere of "Nashville" and Rami Malek of "Mr. Robot." Peter Stormare—from "Fargo" and too many other movies to list—also shows up to deliver his special brand of This image released by Sony Computer Entertainment sublime creepiness. America LLC shows an image of Hayden Panettiere, who voices the character of Samantha, in a scene from the video game, "Until Dawn." (Sony Computer Entertainment America LLC via AP) Years of horror movies have taught us the proper response to an invitation to spend a weekend at a cabin in the woods: No thanks. If anyone followed that advice, we wouldn't have "Friday the 13th," ''The Evil Dead" or, well, "The Cabin in the Woods." But the kids in "Until Dawn" (Sony, for the PlayStation 4, $59.95) have even more reason to stay home: The last time they went, two of their friends vanished. A year later, eight teenagers decide to return to the site to try and get some closure on the tragedy.
- 
												  PT, Freud, and Psychological HorrorPress Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories.
- 
												  On Videogames: Representing Narrative in an Interactive MediumSeptember, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word.
- 
												  Rewriting the Story: Videogames Within the Post-Gamergate SocietyJones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency.
- 
												  DETROIT: BECOME HUMAN Author of the Review QUANTIC DREAM: Detroit: Become Human (Playstation 4 Ver- Sion)BIBLIOGRAPHY The state of Online Gaming – 2018. Market Research. [online]. [2020-03-22]. Available at: <https:// www.limelight.com/resources/white-paper/state-of-online-gaming-2018/>. DETROIT: BECOME HUMAN Author of the review QUANTIC DREAM: Detroit: Become Human (PlayStation 4 ver- sion). [digital game]. Tokyo, San Mateo, CA : Sony Interactive Kateryna Nykytchenko, CSc. Entertainment, 2018. Kyiv National Linguistic University Faculty of Translation Studies Velyka Vasylkivska 73 Łukasz P. Wojciechowski 036 80 Kyiv UKRAINE “I’ve learned a lot since I met you, Connor. Maybe there’s something to this… Maybe [email protected] you really are alive. Maybe you’ll be the ones to make the world a better place… Go ahead, and do what you gotta do.” Hank Anderson, police lieutenant (human) works with his part- ner, Connor (android). Detroit: Become Human by author David Cage is a third-person adventure, similar to the previous games from the studio Quantic Dream1, Heavy Rain2 or Beyond: Two Souls3. And, just like the previous ones, they put a strong emphasis on ramifications of the story, choosing replicas of dialogues or emotional settings, which significantly affect the story and thus create more endings as well. The game follows the implementation of the three rules of robotics by Isaac Asimov that ensure the obedience of androids and their inability to hurt their human owners. The game follows the story of three androids, two of whom are beginning to show signs of faultiness and who strive to cope with their artificial origin, their human needs, wishes and desires. Those androids that ‘wake up’ and evolve beyond their original settings by the CyberLife company are referred to as ‘deviants’.
- 
												  An Analysis and Expansion of Queerbaiting in Video GamesWilfrid Laurier University Scholars Commons @ Laurier Cultural Analysis and Social Theory Major Research Papers Cultural Analysis and Social Theory 8-2018 Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games Jessica Kathryn Needham Wilfrid Laurier University Follow this and additional works at: https://scholars.wlu.ca/cast_mrp Part of the Communication Technology and New Media Commons, Gender and Sexuality Commons, and the Gender, Race, Sexuality, and Ethnicity in Communication Commons Recommended Citation Needham, Jessica Kathryn, "Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games" (2018). Cultural Analysis and Social Theory Major Research Papers. 6. https://scholars.wlu.ca/cast_mrp/6 This Article is brought to you for free and open access by the Cultural Analysis and Social Theory at Scholars Commons @ Laurier. It has been accepted for inclusion in Cultural Analysis and Social Theory Major Research Papers by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. Queering player agency and paratexts: An analysis and expansion of queerbaiting in video games by Jessica Kathryn Needham Honours Rhetoric and Professional Writing, Arts and Business, University of Waterloo, 2016 Major Research Paper Submitted to the M.A. in Cultural Analysis and Social Theory in partial fulfillment of the requirements for Master of Arts Wilfrid Laurier University 2018 © Jessica Kathryn Needham 2018 1 Abstract Queerbaiting refers to the way that consumers are lured in with a queer storyline only to have it taken away, collapse into tragic cliché, or fail to offer affirmative representation. Recent queerbaiting research has focused almost exclusively on television, leaving gaps in the ways queer representation is negotiated in other media forms.
- 
												  Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game ExperiencesMedia and Communication (ISSN: 2183–2439) 2021, Volume 9, Issue 1, Pages 49–61 DOI: 10.17645/mac.v9i1.3205 Article Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences Rowan Daneels 1,*, Steven Malliet 1,2, Lieven Geerts 3, Natalie Denayer 1, Michel Walrave 1 and Heidi Vandebosch 1 1 Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium; E-Mails: [email protected] (R.D.), [email protected] (S.M.), [email protected] (N.D.), [email protected] (M.W.), [email protected] (H.V.) 2 Inter-Actions Research Unit, LUCA School of Arts, 3600 Genk, Belgium 3 Department of Sociology, University of Antwerp, 2000 Antwerp, Belgium; E-Mail: [email protected] * Corresponding author Submitted: 29 April 2020 | Accepted: 21 June 2020 | Published: 6 January 2021 Abstract Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudai- monic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking system- atic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices.
- 
												  Canard PC | 03 NEWS LAUSEL MOLIÈRE» COMPTAIT IMPOSER LE FRANÇAIS SUR LES CHANTIERSMASS EFFECT : ANDROMEDA GHOST RECON WILDLANDS IL MÉNAGE THIMBLEWEED PARK GALAXIE NOTE 7 EN TEST EN TEST LA CHÈVRE ET LA SCHNOUFF MANIAQUES MENTIONS EN TEST N°357 - 1 ER AVRRIL 202 0 17 - O PPÉÉ RATIT I ONN BACKERSS O UVERTS JEU VIDÉO À VENIR STEEL DIVISION SPÉCIAL LES DÉVELOPPEURS DE WARGAME AMÉLIORE ENFILENT LEUR K LE TRANSIT FINANCIER STRING PANZER DOSSIER POURQUOI KICKSTARTER PREND L’EAU LA NOUVELLE DONNE DU FINANCEMENT DES JEUX INDÉPENDANTS LE RETOUR DES INVESTISSEURS PATREON : DONNEZ DIRECTEMENT À VOS CRÉATEURS PRÉFÉRÉS BEL / LUX / BEL M 02943 E CH - 357 - F: 4,90 EP : 7,80 7,80 : 5,40 5,40 ’:HIKMTE=XUY^UZ:?a@d@p@r@a CHF "€ 1449€ 1349€ dont 1€ d’éco-part. UNE PUISSANCE INTERSIDÉRALE PC ORION Processeur Intel® Core™ i5-7600 – Carte graphique MSI GeForce GTX 1070 Armor 8 Go Carte mère MSI B250M Bazooka – Stockage 2 To + SSD 250 Go – RAM 2x8 Go DDR4 HyperX Fury 2133 MHz Boîtier Cooler Master MasterCase Pro 3 – Alimentation modulaire Cooler Master G650M 80+ Bronze Ventirad Cooler Master Hyper 212 LED AU CHOIX RETRAIT GRATUIT EN 48H LIVRAISON À DOMICILE DANS 1000 MAGASINS CARREFOUR(1) EN 48H(2) Offre valable du 31 mars au 16 avril 2017 dans la limite des stocks disponibles. Prix indiqués hors frais de livraison. Photos non contractuelles. Voir conditions sur site. (1) Retrait gratuit pour toute commande d’un montant supérieur à 100€, 1,99€ pour toute commande d’un montant inférieur à 100€. Voir conditions, liste des produits et magasins éligibles au retrait en magasin sur RueduCommerce.com.