Oliberal Discourse on Utopian Videogames
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Haggis VIDEO GAMES and the VALUE of ENTERTAINMENT
VIDEO GAMES AND THE VALUE OF ENTERTAINMENT Dr Mata Haggis VIDEO GAMES AND THE VALUE OF ENTERTAINMENT Extended version of the Inaugural Lecture delivered by Mata Haggis on the occasion of his appointment as Lector/Professor of Creative and Entertainment Games at NHTV Breda University of Applied Sciences, the Netherlands, 1st June 2016. TABLE OF CONTENTS Introduction 4 History 4 What is meant by ‘creative and entertainment video games’ 6 The economic value of creative and entertainment video games 10 The economic situation for video games in the Netherlands 11 The global market 13 The social value of creative and entertainment video games 14 Politics and the representation of women, minorities, 14 and the socially excluded The health of players 21 Cognitive benefits of playing video games 24 The (missing) link to violent behaviour 25 Summary of the social benefits of creative 26 and entertainment video games The cultural contributions of creative and 27 entertainment video games Video games as art 28 Creative and entertainment games’ contribution to music 31 Literature and video games 32 Film, theatre, and video games 33 Summary of the cultural contribution of video games 34 Conclusion and acknowledgements 35 Works cited 38 Digital Media and Games at NHTV – 42 Experience, Innovation and Research 2 3 Dear executive board of NHTV, Dear dean of the Academy for Digital Entertainment, And dear colleagues, peers, friends, and family, INTRODUCTION This lecture will seem ridiculous in fifty years. That may seem like a strange way to start a lecture, but it is the truth, and if you leave this room agreeing then I will have achieved something today. -
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. -
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