Haggis VIDEO GAMES and the VALUE of ENTERTAINMENT
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GAME, Games Autonomy Motivation & Education
G.A.M.E., Games autonomy motivation & education : how autonomy-supportive game design may improve motivation to learn Citation for published version (APA): Deen, M. (2015). G.A.M.E., Games autonomy motivation & education : how autonomy-supportive game design may improve motivation to learn. Technische Universiteit Eindhoven. Document status and date: Published: 01/01/2015 Document Version: Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers) Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. -
Queer Game Scene
TATIANA SENTAMANS (Grupo de investigación FIDEX) Universidad Miguel Hernández [email protected] MARIO-PAUL MARTÍNEZ FABRE (Grupo de investigación MASSIVA) Universidad Miguel Hernández [email protected] Queer Game Scene fracturas en el mainstream e incursiones en la escena independiente vol 15 / Dic. 2016 19-38 pp Recibido: 28-09-2016 - revisado 22-10-2016 - aceptado: 19-11-2016 © Copyright 2012: Servicio de Publicaciones de la Universidad de Murcia. Murcia (España) ISSN edición impresa: 1889-979X. ISSN edición web (http://revistas.um.es/api): 1989-8452 Queer Game Scene Tatiana Sentamans y Mario-Paul Martínez Fabre QUEER GAME SCENE MAINSTREAM FRACTURES AND RAIDS ON THE INDIE SCENE ABSTRACT Visibility and settlement of the LGTBQI community in the digital playful space is still far from achieving what has been reached in other areas of culture such as film, music or art. However, for more than a decade, the official video game market has begun to include in their products, queer characters, references and narratives with a certain depth. Meanwhile, movements emerged within the indie scene as the queer game scene or the gaymer movement, and independent developers like Anna Antrhopy or Mattie Brice have also initiated an important process of visibility and vindication. To better understand these changes, clichés, aesthetics, narratives, rhetorics, mechanics, politics, market, public and communities, are reviewed in this text in an interleaved chronological journey, ranging from the mainstream to independent sphere. Keywords Queer visual culture, Queer Videogames, Indie, Mainstream, Gaymer scene, Interactivity, Narratives. RESUMEN La visibilidad y el asentamiento de la comunidad LGTBQI en el espacio de la lúdica digital dista todavía de alcanzar lo conseguido en otros ámbitos de la cultura como el cine, la música o el arte. -
D3.2 Scenarios for the Cultural Expansion of Games
Deliverable D3.2 H2020 Grant Agreement No 732332 D3.2 Scenarios for the Cultural Expansion of Games Developed by the Gaming Horizons Project Team Deliverable nature: Report Dissemination level: Public Contractual delivery date: 30/11/2017 Actual delivery date: 26/01/2018 Version: Final (printed) (online at www.gaminghorizons.eu) Total number of pages: 74 Keywords: Recommendations, scenarios, advice, policy. 732332 - GAMING HORIZONS 1 Deliverable D3.2 Introduction The scenarios collated in this report are, primarily, an online output, and they can be viewed on https://www.gaminghorizons.eu/scenarios/. The scenarios are a key deliverable of the Gaming Horizons project. Their purpose, as per the Grant Agreement, is to “illustrate how to expand the use of games for socially relevant purpose, offering guidelines and best practice descriptions of a research-based model for SSH, ICT industry and civil society”. The scenarios (and the accompanying Manifesto, D3.4) are the culmination of a programme of work that started in December 2016. Over a period of 14 months, the Gaming Horizons team reviewed the current state of the art in game studies, game-based learning and gamification research, carried out primary research through interviews with 73 informants, and engaged with stakeholders from five stakeholder groups, i.e. categories representing specific interests and goals associated with the development, the study and the use of video games. The stakeholder groups are: educators, researchers, policy makers, young people/players, and developers. The scenarios are the result of an explicit objective: to present policy recommendations and practical guidelines based on evidence and an intense consultation process, which nonetheless are accessible and articulated in an engaging, non-specialist language. -
Oliberal Discourse on Utopian Videogames
tripleC 16(2): 782-804, 2018 http://www.triple-c.at Can We Programme Utopia? The Influence of the Digital Ne- oliberal Discourse on Utopian Videogames Luis Navarrete-Cardero* and Juan J. Vargas-Iglesias** *University of Seville, Seville, Spain, [email protected] **University of Seville, Seville, Spain, [email protected] Abstract: This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of pro- cedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality. Keywords: capitalism, utopia, videogame, walking simulator, procedural rhetoric Acknowledgement: The authors would like to express their gratitude to the reviewers of this article and to Christian Fuchs for their feedback and suggestions. 1. Introduction Having its origins in the 17th-century English and French utopian modes, politically focused on pragmatism and optimism respectively (Racault 1991, 33-150), and ini- tially rejected by the Marxist left before being appropriated by philosophers like Ernst Bloch and Herbert Marcuse in the 1960s (Monticelli 2018), the utopian genre repre- sents a reliable index of the capability of societies to envision their best possible fu- ture. -
Deus Ex Machina
001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064 -
Creator's Discussion of the Growing Focus On, And
Haggis CREATOR’S DISCUSSION OF THE GROWING FOCUS ON, AND POTENTIAL OF, STORYTELLING IN VIDEO GAME DESIGN MATA HAGGIS ABSTRACT The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. In its common media presence it is represented as frequently dealing with content that is excessively violent and usually expressing themes and genres that are otherworldly: science fiction, horror, or fantasy. However, the broad reputation of video games’ reputation is not wholly deserved, partly due to an arthouse-esque movement growing rapidly alongside the larger, traditional releases. In the last decade, and five years especially, there have been an increasing number of games which tell personal stories that are inspired either by life or that are autobiographical and that defy that broader reputation. These games are often highly concerned with creating vivid and believable characters, telling personal stories, or conveying emotional experiences using interaction to enhance the narrative. This article discusses some of the key titles in this area, the debates in video game culture surrounding them, and some of the choices made in the development of the author's own narrative game experience 'Fragments of Him'. KEY WORDS Video games, autobiographical, storytelling, game design, narrative design The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. Typical media coverage from outside the industry represents games as being obsessed with content that is excessively violent, stereotypical in its representations of gender, and exclusively expressing themes and genres that are otherworldly: science fiction, horror, or fantasy. -
Comunidad, Género Y Videojuegos Tesis Doctoral
Comunidad, género y videojuegos Tesis doctoral Autora: María Rubio Méndez Directora: Dra. Eulalia Pérez Sedeño Programa de Doctorado de Lógica y Filosofía de la Ciencia Departamento de Filosofía, Lógica y Estética Facultad de Filosofía Universidad de Salamanca Año 2017 A David e Ino-chan, que me han acompañado desde el comienzo de esta aventura ÍNDICE Índice de figuras ............................................................................................... 6 Índice de gráficos ......................................................................................... 6 Índice de imágenes ...................................................................................... 6 Índice de mapas de actantes ....................................................................... 7 Índice de tablas ............................................................................................ 8 Agradecimientos .............................................................................................. 9 0. Introducción ............................................................................................... 11 Capítulo 1. Comunidad y videojuegos ........................................................... 23 1. Videojuegos como subcultura ............................................................... 23 1.1. La escuela de Chicago y la escuela de Birmingham ........................ 24 1.2. El punto de vista de Ken Gelder y Edward Castronova .................. 30 1.3. Videojuegos, contracultura y movimiento hacker......................... -
Cyfrowa Miłość
piotr PIOTR PIOTR PRÓSINOWSKI – absolwent pedagogiki, a następnie doktorant na Wydziale Nauk Społecznych Uniwersytetu Gdańskiego. Autor tekstów z zakresu potencjału gier wideo oraz ich konotacji z kulturą współczesną. Organizator interdyscyplinarnej ogólnopolskiej krzywdziński PRÓSINOWSKI konferencji naukowej „Światy wyobrażone a nauki społeczne”. Sekretarz czasopisma na- ukowego „Ars Educandi” oraz jeden z założycieli Inicjatywy Nox. Instruktor zajęć pisar- skich skierowanych do młodzieży. Naukowo zainteresowany także filozofią wychowania, literaturą dziecięcą i młodzieżową, rozwijaniem kompetencji technologicznych oraz kul- turą popularną. CYFROWA MIŁOŚĆ CYFROWA piotr krzywdziński – absolwent socjologii, następnie doktorant pedagogiki na Wydziale Nauk Społecznych Uniwersytetu Gdańskiego. Autor tekstów dotyczących nowych technologii i współautor monografii Socjologia światów wyobrażonych. Organizator oraz pomysłodawca interdyscyplinarnej ogólnopolskiej konferencji naukowej „Światy wyobrażone a nauki społeczne” i współzałożyciel Inicjatywy Nox. Do jego zaintereso- wań naukowych zaliczają się także literatura piękna, historia, fantastyka naukowa, kultura popularna oraz problematyka prowadzenia badań społecznych. Cyfrowa miłość. Romanse w grach wideo pozbawiona jest jakiegokolwiek normatywizmu, co w epoce nieustan- nych „dyskursywnych walk” różnych systemów wartości nadaje jej walor dodatkowy. Autorzy potrafią przy tym w swoich narracjach umieścić tytułowy problem w szeroko rozumianych kontekstach socjologicznych i kulturoznawczych. Nie