Research Into Interactive Digital Narrative: a Kaleidoscopic View
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The Poetics of Reflection in Digital Games
© Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity. -
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. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Designing and Comparing Time Rewind Mechanics in 2D Interactive Game
Designing and Comparing Time Rewind Mechanics in 2D Interactive Game Yutong Shi Institute of Education University College London London, UK [email protected] This paper complements and extends three time rewind II. BRIEF ILLUSTRATION OF GAME mechanisms proposed by previous scholars, including restricted, unrestricted and external. Currently, most literatures research on The Loop [6], an RPG, 2D psychological art game, is narrative games as a whole, only a few of them focus on the time developed on Unreal Engine (see Fig.1). Inspired by a similar rewind as a core mechanic in interactive storytelling and even less game named Every Day The Same Dream [4] and the films to summarize an operate guide for the game designers named Groundhog Day [3] and Happy Death Day [5], the systematically. Consequently, based on the case study, the author character, Dennis, will be trapped in an infinite loop of one will design a 2D narrative game to figure out the differences and day until he completes all the game plots as instructed. The application of various time rewind mechanics from the perspective game, which focuses on school bullying, is divided into two of a game developer. stages. The player plays the victim of school bullying in the first half, followed by another half where the player will Keywords— game design, rewind mechanics, interactivity, 2D become an abuser of school bullying, through which new plots are triggered. Finally, in the rooftop scene, the player will I. INTRODUCTION witness a shadow who jumps from the rooftop to commit Much like rules, all games have mechanics, and these suicide. -
Interpreting Video Games Through the Lens of Modernity by A. Braxton
Interpreting Video Games through the Lens of Modernity By A. Braxton Soderman B.A., Vassar College, 1999 M.F.A., California Institute of the Arts, 2002 M.A., Brown University, 2007 A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the Department of Modern Culture and Media at Brown University Providence, Rhode Island May 2011 © Copyright 2011 by A. Braxton Soderman This dissertation by A. Braxton Soderman is accepted in its present form by the Department of Modern Culture and Media as satisfying the dissertation requirement for the degree of Doctor of Philosophy. Date_____________ _________________________________ Wendy Hui Kyong Chun, Advisor Recommended to the Graduate Council Date____________ _________________________________ Mary Ann Doane, Reader Date_____________ _________________________________ Philip Rosen, Reader Approved by the Graduate Council Date_____________ _________________________________ Peter M. Weber, Dean of the Graduate School iii CURICULUM VITAE A. Braxton Soderman was born in Minneapolis, MN in 1977. He graduated from Vassar with a B.A. in Philosophy in 1999, received an M.F.A. in Critical Writing from California Institute of the Arts in 2003, and an M.A. in Modern Culture and Media from Brown University in 2007. In the Spring of 2008 he taught the course ―Code, Software, and Serious Games‖ in the Modern Culture and Media Department at Brown University. In 2009 he was awarded an Andrew W. Mellon/ACLS Dissertation Completion Fellowship, and in 2010, an Andrew W. Mellon/ACLS Recent Doctoral Recipient Fellowship. iv ACKNOWLEDGMENTS I owe my deepest gratitude to my advisor and mentor Wendy Chun. Her confidence in my project, her continuous support, and her generous ideas and sharp suggestions have motivated all the pages that follow. -
Every Day the Same Dream? Social Critique Through Serious Gameplay
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/275331408 Every Day the Same Dream? Social Critique through Serious Gameplay Conference Paper · January 2015 CITATIONS READS 4 75 2 authors: Alina Petra Marinescu Cosima Rughinis University of Bucharest, "Danubius" Universi… University of Bucharest 12 PUBLICATIONS 4 CITATIONS 43 PUBLICATIONS 59 CITATIONS SEE PROFILE SEE PROFILE All content following this page was uploaded by Cosima Rughinis on 22 April 2015. The user has requested enhancement of the downloaded file. All in-text references underlined in blue are added to the original document and are linked to publications on ResearchGate, letting you access and read them immediately. The 11th International Scientific Conference eLearning and software for Education Bucharest, April 23-24, 2015 10.12753/2066-026X-14-000 EVERY DAY THE SAME DREAM? SOCIAL CRITIQUE THROUGH SERIOUS GAMEPLAY Alina Petra Marinescu Nenciu, Cosima Rughiniş Faculty of Sociology and Social Work, University of Bucharest, Schitu Măgureanu 9, Bucharest, Romania [email protected], [email protected] Abstract: Recent years have witnessed an increase in the visibility of the so-called ‘art games’ both in the gaming community and in academic reflection. This label applies, as a rule, to relatively short indie games that appear to have a message about the human condition, life, psyche, society and, often, also about the game genre, in a self-referential loop. Depending on game topics and rhetorical approach, commentators have advanced a variety of tags to describe them, including ‘experimental games’, ‘news games’, ‘grave games’, ‘existential games’, or ‘not games’.