Rethinking the Discourse of Gender and Digital Gaming“

Total Page:16

File Type:pdf, Size:1020Kb

Rethinking the Discourse of Gender and Digital Gaming“ DIPLOMARBEIT Titel der Diplomarbeit „Rethinking the Discourse of Gender and Digital Gaming“ Verfasserin Michaela Kögl angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 190 344 350 Studienrichtung lt. Studienblatt: UF Englisch UF Italienisch Betreut von: Ao. Univ.- Prof. Mag. Dr. Eva Zettelmann DECLARATION OF AUTHENTICITY I confirm I have conceived and written this thesis in English all by myself. Quotations from other authors are all clearly marked and acknowledged in the bibliographical references, either in the footnotes or within the text. Any ideas borrowed and/or passages paraphrased from the works of other authors have been truthfully acknowledged and identified in the footnotes. Signature i Acknowledgements I wish to express my sincerest thanks to Prof. Eva Zettelmann who not only inspired and encouraged me to write this thesis but also gave me the time I needed to complete it. I dedicate this paper to my family who has supported me my whole life. To my parents, as without their unconditional support and love, writing this paper would not have been possible. I am especially grateful to my partner Gábor and our son Márton, for their endless love and encouragement through this entire journey. Their support and love is what kept me on track to finish this paper. I also wish to thank my friends, relatives and colleagues who inspired and supported me, knowingly or not. ii Abstract English Children of both sexes show the same interest for technology and sciences only up to a certain age with girls often losing their affection during adolescence. As digital games are perceived as a soft entry into the world of technology, it is important to clarify if games directed at a female audience, games for both genders or even gender-neutral games offer an adequate option to achieve a certain gender equity. Therefore, the intention of this diploma thesis is to frame the topic of digital games and the female gender and to thereby investigate if former claims by academia, industry and gamers have already been implemented. Due to the absence of an overall consensus of frequently used terms like gender, computer and video games, or girl gamer in the sources available, an overview of the key terminology was required. Apart from more recent contributions to the canon, the collective volumes From Barbie to Mortal Kombat, Beyond Barbie and Mortal Kombat, Doing Gender in Art, Media and Culture, and Wie wir spielen, was wir werden served as starting point. In general, the investigation was carried out adopting an interdisciplinary, feminist approach within the field of gender studies. The research is particularly concerned with Western cultures and all sources either stem from the U.S. or Europe, with particular focus on English and German contributions. As hardly any Austrian data were available, I conducted a questionnaire at an Austrian grammar school. As regards the results of the study, a slight majority of girls who played digital games expected their future career to be related to technology. iii Abstract German Genderspezifische Unterschiede in den Bereichen Technik und Wissenschaft gelten als wissenschaftlich erwiesen. Diese manifestieren sich jedoch erst ab einem bestimmten Zeitpunkt des Heranwachsens und resultieren im Erwachsenendasein in einer Kluft in ebendiesen Bereichen. Digitale Spiele werden als sanfter Einstieg in die Welt der Technologie angesehen. Ziel dieser Arbeit ist es mithilfe zweier Grundlagenwerke From Barbie to Mortal Kombat und Beyond Barbie and Mortal Kombat, sowie anhand weiterer aktueller Quellen zu dem Thema ‚Digitale Spiele und das weibliche Gender’, wie Doing Gender in Art, Media and Culture, und Wie wir spielen, was wir werden einen aktuellen Forschungsstand festzuhalten und zu beleuchten, inwieweit Forderungen und angeregte Lösungsvorschläge bereits zum Einsatz gekommen sind. Im Zuge der Untersuchung aus interdisziplinärer sowie feministischer Perspektive galt es nun abzuwägen, ob digitale Spiele ausgerichtet auf eine weibliche Spielerschaft, gleich orientierte Medien oder gar genderneutrale Spiele eine geeignete Option darstellten. Des Weiteren war es nötig einen Überblick über oftmalig verwendete Begriffe wie gender, computer und video games, sowie girl gamer zu schaffen, weil kein einheitlicher Konsens in der Literatur festzustellen war. Da von einem gemeinsamen Phänomen in westlichen Kulturen ausgegegangen wird, wurden Quellen aus den USA und Europa, vor allem Deutschland, England und Österreich herangezogen. Aus Mangel an österreichischen Daten wurde zusätzlich ein Fragebogen an einer höherbildenden Schule in Wien erhoben, um eine exaktere Momentaufnahme zu ermöglichen. Die Auswertung der Daten zeigte unter anderem, dass jene Mädchen, welche angaben digitale Spiele zu konsumieren, sich eher vorstellen konnten einen technischen Beruf zu ergreifen. Im Bezug auf adäquate Spielausrichtung rücken gender-neutrale Spiele immer mehr in den Vordergrund. iv List of figures and tables Fig. 1 Genre comparison 93 Fig. 2 Forbes’ list of most popular games 2014. This list refers to sales numbers from the US. 95 Fig. 3 Cover of Let’s Talk about Me. Retrieved from <http://www.museumofplay.org/online- collections/22/66/109.11996> 20 June 2015. 95 Fig. 4 Barbie Fashion Designer. Retrieved from <http://www.amazon.de/EyeToy-PomPom-Party-inKl- PomPoms/dp/B001F513RS> 20 June 2015. 95 Fig. 5 Eye Toy: Play Pom Pom Party. Retrieved from <http://at.playstation.com/ps2/games/detail/item103260/EyeToy™-Play-PomPom-Party/> 20 June 2015. 95 Fig. 6 Eye Toy: Play Hero. Retrieved from <http://at.playstation.com/ps2/games/detail/item103271/EyeToy™-Play-Hero/> 20 June 2015 95 Fig. 7 Genre preferences. Retrieved from sheet 36 from “3. Oö Jugend-Medien-Studie 2013“. 96 Fig. 8 Percentage of gamers according to gender. All rights reserved EEDAR. See Nofziger for source information. 96 Fig. 9 Active gamers across platforms. All rights reserved EEDAR. See Nofziger for source information. 97 Fig. 10 Active mobile gamers. All rights reserved EEDAR. See Nofziger for source information. 97 v List of abbreviations The following table describes various abbreviations and acronyms used throughout this diploma thesis. Abbreviation Meaning “DID“ “Damsel in Distress“, see Sarkeesian “WBD“ “Women as Background Decoration“, see Sarkeesian AAA games “Triple A“, games with high development budget AESVI Associazione Editori Sviluppatori Videogiochi Italiani AAUW American Association of University Women BBMK Beyond Barbie and Mortal Kombat BFD Barbie Fashion Designer BIU Bundesverband Interaktive Unterhaltungssoftware BMK From Barbie to Mortal Kombat COD Call of Duty EB Games formerly Electronic Boutique, U.S. computer and video game retailer ESA Entertainment Software Association FEMTECH Frauen in Forschung und Technologie fForte WIT Women in Technology FIT Frauen in die Technik FPS, fps First-person shooter fs female speaker GGM Games for Girls Movement GTA Grand Theft Auto J4G Just for Girls MMO, mmo massively multiplayer online see MMORGP MMORPG, mmorpg massively multiplayer online role-playing games ms male speaker MUT Mädchen und Technik NPC non-playable character OED Oxford English Dictionary PEGI Pan European Game Information PSP Playstation Portable RPG, rpg role-playing game UD Urban Dictionary USK Unterhaltungssoftware Selbstkontrolle vi Table of contents DECLARATION OF AUTHENTICITY .............................................................................................................................. i AcKnowledgements ............................................................................................................................................................ ii Abstract English ................................................................................................................................................................. iii Abstract German ................................................................................................................................................................. iv List of figures and tables .................................................................................................................................................. v List of abbreviations .......................................................................................................................................................... vi 1 Introduction .................................................................................................................................................. 1 2 Theory .............................................................................................................................................................. 3 2.1 How to define gender ....................................................................................................................................... 3 2.2 How to approach digital games ................................................................................................................ 11 2.3 Children’s play behaviour in general ..................................................................................................... 16 2.4 Gender-related preferences concerning digital games .................................................................. 19 2.5 Why girls play or do not play digital games ........................................................................................ 22 2.5.1 Differences in socialisation and acculturation
Recommended publications
  • COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
    COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined.
    [Show full text]
  • The Sims the Sims
    Södertörns högskola | Institutionen för kommunikation, medier och IT Kandidatuppsats 15 hp | Medieteknik | HT terminen 2011 Programmet för IT, medier och design 180 hp The Sims – En studie om skapandet av karaktärer ur ett genusperspektiv The Sims – A study on the creation of characters from a gender perspective Av: Hoshiar Taufig, Paulina Kabir Handledare: Annika Olofsdotter 1 ABSTRACT Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details. KEYWORDS The Sims, computergames, gender 2 SAMMANFATTNING Dagens spelvanor mellan kvinnor och män beror på åldern. Båda könen spelar men hur skapar de karaktär när de har fria händer? Finns det skillnader ur ett genusperspektiv? Det huvudsakliga syftet är att besvara frågan: Hur skapar kvinnor och män karaktärer i spelet The Sims? Genom att titta på resultatet av fyra kvinnor och fyra mäns karaktär och sedan intervjua dem för djupgående information har vi fått data som besvarar dessa frågor för vår studie.
    [Show full text]
  • DIE Nächsteation UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE
    JEDE AUSGABE MIT FIRMENREGISTER 04/2013 € 6,90 OFFIZIELLER PARTNER VON DESIGN BUSINESS ART TECHNOLOGY 04 4 197050406909 GENERDIE NÄCHSTEaTION UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE MEINUNG BEST PRACTICE INTERVIEW ICH HASSE DRM! ODER WIE SICH BEI UNITY3D-ASSETS UBISOFTS JADE RAYMOND ÜBER DOCH WAS ANDERES? RECHENLEISTUNG SPAREN LÄSST DEN NÖTIGEN ERNST IM SPIEL "PHANTASIE, NICHT ERFINDUNG, SCHAFFT IN DER KUNST WIE IM LEBEN DAS GANZ BESONDERE." Joseph Conrad Die Welt, die Sie erschaffen, soll nur durch Ihre Vorstellungskraft limitiert sein – nicht durch die Leistung Ihres Servers. Verschieben Sie Ihre Grenzen. Managed Hosting von Host Europe. Kompromisslose Rechenleistung schon ab € 89 mtl.* Managed Hosting – Rechenpower und individueller Service ▶ Dell® Markenhardware, individuell für Ihre Anforderungen konfiguriert ▶ Hosting im Hightech-Rechencenter mit garantierter Verfügbarkeit und bester Netzanbindung ▶ Managed Service mit festen Ansprechpartnern, 24/7/365 Wartung und Entstörung Mehr Informationen: i www.hosteurope.de/creation Kontakt & Beratung (Mo-Fr: 09-17 Uhr) 02203 1045 2222 www.hosteurope.de *Die einmalige Setupgebühr entfällt. Die Aktion gilt bis zum 31.07.2013. Die Hardware ist individuell konfigurierbar. Die Mindestvertragslaufzeit beträgt 24 Monate – alternative Laufzeiten sind optional möglich. Die Kündigungsfrist beträgt 4 Wochen zum Ende der Laufzeit. Editorial Making Games Magazin 04/2013 UNGERECHTE E3 ie hatten das bessere Line-up, die Next-Gen-Tipps von Havok & Epic Heiko Klinge innovativere Technologie und die Mehr als genug Gründe also, den Shitstorm ist Chefredakteur vom unterhaltsamere Show: Trotzdem mal getrost zu ignorieren und die eigentlichen Making Games Magazin. hat Microsoft das Next-Gen- Auswirkungen der Next Gen in unserem Kräftemessen mit Sony nach Mei- Titelthema ein wenig genauer unter die Lupe nung fast aller Beobachter und zu nehmen.
    [Show full text]
  • Australian Customs Notice No. 2007/34
    AUSTRALIAN CUSTOMS NOTICE NO. 2007/34 Notices of Objection to Importation Copyright Act 1968 The Copyright Act 1968 allows the owner of the copyright, or the exclusive licensee, to object to the importation of goods that infringe copyright. The owner of the copyright, or the exclusive licensee, does this by lodging a Notice of Objection with the Australian Customs Service (Customs). Unless revoked, a Notice of Objection remains in force for a period of four years from the date of commencement. The attached Schedule sets out the copyright owners, and exclusive licensees, who have lodged a Notice of Objection under the Copyright Act 1968 since February 2007 (ACN 2007/09). The Notices notify the objections of the copyright owners, and exclusive licensees, to the importation of goods that infringe their copyright. A description of where copyright is claimed is also set out in the Schedule. A detailed list of all current Copyright Notices of Objection is available at www.customs.gov.au/site/page.cfm?u=4497. Goods identified by Customs at the border as potentially infringing copyright are liable to be seized by Customs unless it can be established that: - the goods are being imported otherwise than for the purposes of trade (sale, lease, hire, etc); or - the goods do not infringe the copyright. People who have been intending to import goods that may be liable to seizure under the provisions of the Copyright Act 1968 should consider seeking advice from Customs, or a suitably qualified legal practitioner, as to the implications of the copyright legislation. Copies of the relevant Notices of Objection have been forwarded to the Customs office in the capital city of each State and Territory.
    [Show full text]
  • Audrey Tsang February 21, 2001 STS 145 Nancy
    Audrey Tsang February 21, 2001 STS 145 Nancy Drew: Message in a Haunted Mansion A Investigation in Girl Games Introduction: I first encountered Nancy Drew in Third Grade, on the books-for-borrowing shelf stuffed in the back corner of my classroom, next to our cubbies. On the bottom shelf, bound in tattered and faded hardcovers was a complete set of Nancy Drew novels, from book 1 to maybe book 60. With no preconceptions of Nancy Drew, I pulled one title from the shelf, and judging a book by its cover, decided to read it. Mystery of Crocodile Island had a picture of young girl, facing a beady-eyed crocodile with its mouth gaping open – teeth, gums, drool, and everything. I think I read that book in a day, which was quite impressive for my Third Grade reading level. What kept the pages turning was the suspense, intrigue, and action. I wanted to be the eighteen year-old, competent, and attractive Nancy Drew. A decade and a half later, I’m finding myself reviewing Nancy Drew, not the books this time, but the “3D interactive mystery game” as it calls itself on the CD case. Granted, I’m not the wide-eyed eight year-old anymore, can “Nancy Drew: Message in a Haunted Mansion” live up to that day in Third Grade? Game Identification: “Nancy Drew: Message in a Haunted Mansion” was released as a PC game in November of 2000, designed and developed by Her Interactive and produced by Dream Catcher. “Message” is the fifth game put out by Her Interactive and the third in the company’s Nancy Drew series.
    [Show full text]
  • Playing Dress-Up: Costumes, Roleplay and Imagination
    Playing Dress-Up: Costumes, roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social, Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce (art)n USC USC Institute for Creative Georgia Institute of School of Cinematic Arts Technologies Technology [email protected] [email protected] [email protected] [email protected] Abstract In their canonical texts of game studies, both Huizinga and Caillois, each in and of his respective time, relegate dress-up dismissively to the sphere of girls’ play. Little has been written to-date on the subject; in this paper, we survey the literature on analog and digital dress-up. We argue for a deeper examination and legitimization of dress-up play as a means to infuse greater gender balance into both game studies and game design. In the West, adults are typically discouraged from playing dress-up, except in relegated and sanctioned contexts, such as Mardi Gras or masquerade parties. Practices such as Japanese “cosplay,” renaissance fairs, Live-Action Role-Playing games (LARPs), and co-performative events such as the Star Trek Conventions, DragonCon and Burning Man suggest a growing pattern of cultural practices around adult costume play. In the digital sphere, while massively multiplayer games tend to focus on team-based combat, players pay equal attention to clothing and fashion (often masked by the more masculine terminology of “gear”). The design and acquisition of virtual fashion is among the most popular activities in metaverse-type social worlds, such as Second Life and There.com.
    [Show full text]
  • Gender and the Games Industry: the Experiences of Female Game Workers
    Gender and the Games Industry: The Experiences of Female Game Workers by Marsha Newbery BA., University of Winnipeg, 1994 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Communication Faculty of Communication, Art & Technology © Marsha Newbery 2013 SIMON FRASER UNIVERSITY Spring 2013 Approval Name: Marsha-Jayne Newbery Degree: Master of Arts (Communication) Title of Thesis: Gender and the Games Industry: The Experiences of Female Game Workers Examining Committee: Chair: Frédérik Lesage Assistant Professor Alison Beale Senior Supervisor Professor Catherine Murray Supervisor Professor Leslie Regan Shade External Examiner Associate Professor, Faculty of Information, University of Toronto Date Defended/Approved: February 8, 2013 ii Partial Copyright Licence iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. A copy of the approval letter has been filed at the Theses Office of the University Library at the time of submission of this thesis or project. The original application for approval and letter of approval are filed with the relevant offices. Inquiries may be directed to those authorities.
    [Show full text]
  • Purple Moon Setting
    You can’t beat Barbie at her own game. That was proved again last month by the demise of Purple Moon, a high-profile, award-winning software developer whose Rockett characters battled Barbie for a piece of the $85 million girls’ software market. Purple Moon announced in mid-February that it was closing shop, letting its 40 workers go, and bringing to a close its two-year experiment in high-tech girl games. Increased consolidation in the video game market was a primary reason for the company’s decision, the statement said. Barbie creator Mattel, which last year hauled in nearly 65 percent of the revenue in girls’ games, announced in December that it would pay $3.8 billion for The Learning Company, which captured 21.6 percent of the mar- ket in 1998, according to PC Data of Reston, Va. Pushing the Limits Purple Moon was a spin-off of the Interval Research Group, a think tank funded in part by Microsoft co-founder Paul Allen. Purple Moon founder Brenda Laurel spent four years studying gender differences in computer gam- ing before bringing that research to market. “I think we made a positive difference in the world,” Laurel said this week. “I am very proud of the work we did for girls.” While big sellers like Barbie’s Fashion Designer, Cosmopolitan Virtual Makeover and Clueless exploit long- standing stereotypes about girls and their interests, Purple Moon’s games, and the companion Web site, tried to move beyond those stereotypes. “Mattel said let’s stick with what works, the computer is just another way to play with your Barbie doll,” says Justine Cassell, an assistant professor at the Massachusetts Institute of Technology Media Laboratory and co-editor of From Barbie to Mortal Kombat: Gender and Computer Games.
    [Show full text]
  • 000NAG Xbox Insider November 2006
    Free NAG supplement (not to be sold separately) THE ONLY RESOURCE YOU’LL NEED FOR EVERYTHING XBOX 360 November 2006 Issue 2 THE SPIRIT OF SYSTEM SHOCK THE NEW ERA VENUS RISES OVER GAMING INSIDE! 360 SOUTH AFRICA RAGE LAUNCH EVERYTHING X06 TONY HAWK’S PROJECT 8 DASHBOARD WHAT’S IN THE BOX? 8 THE BUZZ: News and 360 views from around the planet 10 FEATURE: Local Launch We went, we stood in line, we watched people pick up their preorders. South Africa just got a little greener 12 FEATURE: The New Era As graphics improve, as gameplay evolves, naturally it is only a matter of time before seperation between male and female gamers dissolves 20 PREVIEW: Bioshock It is System Shock 3 in everything but the name. And it lacks Shodan. But it is still very System Shock, so much so that we call it BioSystemShock 28 FEATURE: Project 8 Mr. Hawk returns and this time he’s left the zany hijinks of Bam Magera behind. Project 8 is all about the motion, expression and momentum 29 HARDWARE: Madcatz offers up some gamepad and HD VGA cable love, and the gamepad can be used on the PC too! 36 OPINION: The Class of 360 This month James Francis reminds us why we bought a PlayStation 2 in the first place, and then calls us fanboys 4 11.2006 EDITOR SPEAK AND HE SAID, “LET THERE BE RING OF LIGHT” publisher tide media managing editor michael james [email protected] +27 83 409 8220 editor miktar dracon [email protected] assistant editor lauren das neves [email protected] copy editor nati de jager contributors matt handrahan james francis ryan king jon denton group sales and marketing manager len nery | [email protected] +27 84 594 9909 advertising sales jacqui jacobs | [email protected] +27 82 778 8439 t was nothing short of incredible to see so dave gore | [email protected] +27 82 829 1392 cheryl bassett | [email protected] much enthusiasm and support for the Xbox +27 72 322 9875 art director 360, as was seen at both rAge and at the BT chris bistline I designer Games Xbox 360 launch party.
    [Show full text]
  • Exergames and the “Ideal Woman”
    Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive.
    [Show full text]
  • War and Play
    WAR AND PLAY Insensitivity and Humanity in the Realm of Pushbutton Warfare MFA Thesis, Electronic Media Arts Design March 11, 2008 Devin Monnens Biography Devin Monnens is a game designer and critical game theorist. He graduated with an MFA degree in Electronic Media Arts Design (eMAD) from the University of Denver in 2008, researching, designing, and critiquing antiwar games. Devin has presented his research at the Southwest/Texas American and Popular Culture Association Conference and at Colorado chapter meetings of the International Game Developers Association (IGDA). An active member of the IGDA, Devin works closely with the Videogame Preservation Special Interest Group (SIG), dedicated to cataloging and preserving videogames as well as their history and culture, and also started the Game Developer Memorials SIG, which records and shares the memories of the lives and work of deceased game developers from around the world. His professional research also includes such diverse topics as narratology, gender and games, socially conscious games, and biogaming, and his work is built upon a foundation of literary theory, art history, and medieval studies. Devin strives to create games that reshape the way we imagine our world, the nature of humanity, and ourselves through the languages of play and simulation, pushing the boundaries of the medium to help games realize their potential as a means of artistic communication. This document is also available at Desert Hat http://www.deserthat.com/ INDEX Introduction 1 Defining Antiwar Games 2 Depictions
    [Show full text]
  • Cloud Gaming: L'ère Du Jeu Streamé
    Future TV and Digital Content M19291MRA – December 2019 Cloud Gaming: The Era of Games Streaming Stadia's push to conquer the video game market SAMPLE www.idate.org Laurent MICHAUD – Consultant, Media & Telecoms Unit Project leader Laurent joined IDATE DigiWorld in 2000. Laurent is in charge of all market reports on the gaming industry and more generally, those devoted to digital entertainment. His area of expertise covers technological innovation, market analysis, business strategies, strategic marketing, industry planning, networking, event organisation, coaching… Laurent is Chairman of the Haut-de-France video game fund. He is also a lecturer for IDATE DigiWorld, specialising in video game economics and industrial strategies for multimedia products. He is the co-founder and a member of Push Start, the cluster for video game professionals and future professionals in Occitania. Laurent is also an advisor for the EdTech & Entertainment thematic network for Montpellier Méditerranée Métropole French Tech.. Enlighten your digital future! © IDATE DigiWorld 2019 – p. 2 Cloud Gaming: The Era of Games Streaming Stadia's push to conquer the video game market Contents Tables & Figures 1. Video game streaming 4 > Video game streaming . 1.1. From cloud gaming to Stadia 5 Structure of cloud computing services 9 . 1.2. A technology that renders gaming platforms obsolete 6 . The cloud gaming value chain 11 . 1.3. Cloud gaming challenges 7 . Cloud gaming technology 13 . 1.4. Sony, the cloud gaming leader with over 700,000 subscribers 8 . 1.5. Cloud computing and video games: a natural convergence 9 > Market outlook . 1.6. Saas, PaaS, IaaS: more dematerialised services used for gaming 10 .
    [Show full text]