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University of Oklahoma Graduate College
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. -
Critical Alternative Journalism from the Perspective of Game Journalists
Critical Alternative Journalism from the Perspective of Game Journalists Patrick Prax Uppsala University Box 513, 751 20 Uppsala, Sweden +46760427398 [email protected] Alejandro Soler Uppsala University Box 513, 751 20 Uppsala, Sweden [email protected] ABSTRACT This paper investigates from a game studies perspective the potential of alternative online game journalism for a more critical and honest coverage than established game journalism. Following the notion that journalism is defined by journalists through their practical work and discourse (Zelizer, 1993:222) the authors conducted 11 in-depth focused semi-structured interviews (Minichiello et al., 1995) with alternative game journalists and established game journalists. The results show that the social media logic of Youtube forces alternative journalists to adopt entertaining personas which undermines their authenticity unless they can afford to work for free. Alternative game journalists do not understand themselves as journalists but instead see themselves as critics or reviewers. They see established print-media game journalists as journalists. Neither do interviewees from established game journals. This means that nobody understands themselves as game journalists and takes the role of the watchdog in a democratic society (Wahl-Jorgensen and Hanitzsch, 2009:8). Keywords Game Journalism, Game Studies, Alternative Media, Digital Media, Journalism INTRODUCTION Game journalism has been an area of conflict as of late. While on the one hand game journalism struggles with a reputation of being uncritical and too closely tied to game publishers on the other hand there are claims that games journalism has been too closely related to independent game designers and there have been calls for a discussion about ethics in games journalism from the side of a movement in game culture with #gamergate. -
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BEYOND INDIVIDUAL BEHAVIORS Individual behaviors and beyond: Toward a multidimensional view of gamer identity Crystal N. Steltenpohl, University of Southern Indiana Jordan Reed, DePaul University Christopher B. Keys, DePaul University 1 BEYOND INDIVIDUAL BEHAVIORS Abstract Aims. “Gamers” have historically been described via consumption habits and other unidimensional definitions such as genres played. Increasingly, researchers understand social identity as situated within multidimensional contexts, including community members’ interactions with other members and society at large. Methods and results. Our qualitative study involving 434 fighting game community members suggests this expanded, more multidimensional view of social identity is a more accurate reflection of how people who play games view their identities. Our findings focused on four themes of gamer identity: (1) behaviors, (2) player motivations, (3) centrality, and (4) negative perceptions. Conclusion. Our research complements more recent research on gamer identity incorporating individual-level gaming habits or preferences and group-level identities emerging from out-of- game and/or in-game worlds. In this way, we consider the influence of multiple contexts on individual identity. Understanding the influence of various social contexts can provide better insight into the multidimensional nature of gamer identity. Keywords: stereotypes, fighting game community, gamers, social identity, groups Highlights ● While gamer identity has historically been defined largely through game consumption, fighting game community members describe several individual- and community-level factors that influence the meaning of the term to them. ● Motivation to play games play a part in one’s understanding of the “gamer” identity, mirroring and expanding upon previous research examining why people play video games. ● Multiple contexts, both inside the game world and in interpersonal relationships with other players, were important in determining the meaning of the “gamer” identity. -
Is There Country-Of-Origin Bias in the Video Game Market? Keaton C
Macalester College DigitalCommons@Macalester College Honors Projects Economics Department 4-24-2009 Is There Country-of-Origin Bias in the Video Game Market? Keaton C. White Macalester College, [email protected] Follow this and additional works at: http://digitalcommons.macalester.edu/ economics_honors_projects Part of the Asian Studies Commons, Behavioral Economics Commons, East Asian Languages and Societies Commons, International Business Commons, International Economics Commons, and the Other Economics Commons Recommended Citation White, Keaton C., "Is There Country-of-Origin Bias in the Video Game Market?" (2009). Honors Projects. Paper 16. http://digitalcommons.macalester.edu/economics_honors_projects/16 This Honors Project is brought to you for free and open access by the Economics Department at DigitalCommons@Macalester College. It has been accepted for inclusion in Honors Projects by an authorized administrator of DigitalCommons@Macalester College. For more information, please contact [email protected]. Is there country-of-origin bias in the video game market? Keaton White April 24, 2009 Karine Moe, Advisor Macalester College, Department of Economics Abstract: This paper tests for the existence of country-of-origin bias in the video game market. Using aggregate sales data from Japan and the US, I measure the effect of country-of-origin on video game sales in each respective country while controlling for genre, system, quality, and target age group, as well as domestically targeted games and superstar effects. I find that a significant country-of-origin bias exists in both game markets in favor of domestic titles. Introduction The video game industry is one of the fastest growing entertainment markets in the world. -
Post-Script Competing Literacies and the Politics of Video Game Trailers
Post-Script Competing Literacies and the Politics of Video Game Trailers A Thesis Submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Master of the Arts in Communication, Culture and Technology By Michael R. Moore, B.S. Washington, D.C. May 2008 Abstract Video game trailers are simultaneously scrutinized and overlooked. Both game fans and the gaming industry invest huge amounts of time and money into video game trailers, yet few outside the community pay notice. Media critics, film critics, and game studies scholars have little to say about video game trailers. This critical oversight has political consequences. To paraphrase Langdon Winner, our understanding of new media and new technology affects our lived experience of that media and technology. And as modern technology continues to outpace itself, society struggles to navigate an ever larger pool of new cultural forms. Looking specifically at video game trailers, I argue that audiences approach new media through both formal history and social literacy. Using Lisa Kernan’s work on film trailers as a guide, I trace a history of the trailer from pre-cinematic appeals, to motion picture previews, and finally to video game trailers. Comparing film trailers to game trailers, I argue that game trailers often offer audiences greater interpretive flexibility. Following Gee’s work on video games and semiotic domains, I argue that audiences read game trailers through particular affinity groups. Moreover, as Gee emphasizes, these readings are inherently political. Building on Jenkins’ work with fan communities, I look at the political implications of competing literacies. -
The 5Th Annual North American Conference on Video Game Music
THE 5TH ANNUAL NORTH AMERICAN CONFERENCE ON VIDEO GAME MUSIC Saturday, January 13, 2018 & Sunday, January 14, 2018 E. V. Moore Building, 1100 Baits Dr., Britton Recital Hall Te Original Cottage Inn, 512 E. Williams St., Te Michigan Room Duderstadt Center, Computer & Video Game Archive, 2281 Bonisteel Blvd, Room B 474 THE NORTH AMERICAN CONFERENCE ON VIDEO GAME MUSIC 5 Made possible by support from THE U-M SCHOOL OF MUSIC, THEATRE & DANCE THE U-M OFFICE OF RESEARCH and THE BENARD L. MAAS FOUNDATION twitter: #nacvgm Wif access: MGuest Please turn of all cell phones and pagers or set ringers to silent mode. www.smtd.umich.edu NACVGM 5 SCHEDULE All events are in the E. V. Moore building, Britton Recital Hall, except where noted Saturday, January 13, 2018 8:00 am Registration, Cofee & Breakfast Hors d’Oeuvres (Brehm Pavillion) 9:00 am Welcome and announcements 9:15 am Session I: Space, Presence, Place, Karen Cook, chair “Sound and Semiosis in the Selenitic Age: Navigating Presence and Absence in the Soundscapes of Myst,” Stephen Armstrong “Sensing Toreau’s Maps, Tracks, and Trails: Spatial Listening and Game Audio in Walden,” Kate Galloway “120 Shrines which are Related Only with One Another: Modernist Style and Neo- Narrative in Te Legend of Zelda: Breath of the Wild,” Wesley Bradford 10:45 am Break 11:00 am Session II: Medievalisms FTW, Steven Reale, chair “On Adaptation, Ayres, and Assembly Language: Paul Webb’s Score for Robin Hood: Prince of Tieves (1991),” Dana Plank “‘Te Tings I Do For Lust …’: Humor and Subversion in ‘Te Bard’s Tale’ -
User and Media Perception on Game Design Anti-Piracy Measures
“Why you mad?” - User and media perception on game design anti-piracy measures Faculty of Department of Game Design Author: Raileanu Petrut Bachelor’s Thesis in Game Design, 15 hp Program: Bachelor’s Programme in Game Design and Graphics,180 c Supervisor: Ulf Benjaminsson Examiner: Xx June, 2020 1 Abstract Video game developers have implemented multiple measures to combat piracy throughout history. One of these measures, defined in this study as in-game anti-piracy measures, prevents player progression on unauthorized copies by degrading gameplay or drastically increasing the difficulty. This study conducts a content analysis research on textual data gathered from the world wide web to assess the public perception in regards to this type of anti-piracy measures. The data gathered for this study consists of 425 statements in the form of comments and forum posts that have been coded, divided into themes and then analyzed inductively to generate findings that can be linked to Moshirnia’s (2012) previous research. Even though no clear results occurred that can confirm Moshirnia’s (2012) findings, this study has discovered a potential connection between in-game anti-piracy measures promoting piracy. The findings also suggest that the unique “broke features” might lead to the popularization of games modded to let legitimate users experience them too. Keywords: DRM, in-game anti-piracy measures, video games, digital rights management, gameplay degrading measures, piracy, illegal downloads 2 Table of Contents 1 Introduction ……………………………………………………………………………. 4 2 Background ……………………………………………………………………………. 5 2.1 Warez Scene …………………………………………………………………………. 7 3 Previous works within the subject area …………………………………………….... 8 4 Purpose ……………………………………………………………………………….... 9 5 Method and Materials ……………….…………………………………….…………. -
Analyzing Japanese Game Design 1985 - 1995
Seton Hall University eRepository @ Seton Hall Seton Hall University Dissertations and Theses (ETDs) Seton Hall University Dissertations and Theses Fall 12-12-2020 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 Gerald DeMattia [email protected] Follow this and additional works at: https://scholarship.shu.edu/dissertations Part of the Japanese Studies Commons Recommended Citation DeMattia, Gerald, "More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995" (2020). Seton Hall University Dissertations and Theses (ETDs). 2809. https://scholarship.shu.edu/dissertations/2809 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 By Gerald DeMattia Submitted in partial fulfillment of the requirements for the degree Master of Arts in Asian Studies Department of Languages, Literatures and Cultures Seton Hall University August 2020 © 2020 Gerald DeMattia More Than Just Video Games: Analyzing Japanese Game Design 1985 – 1995 By Gerald DeMattia APPROVED BY DATE June 1, 2020 Shigeru Osuka, Ed.D Mentor (First Reader) July 7, 2020 Jeffrey Rice, Ph.D. Examiner (Second Reader) June 25, 2020 Anne Giblin Gedacht, Ph.D Examiner (Third Reader) July 26, 2020 Dongdong Chen, Ph.D. Graduate Director of Asian Studies Program July 31, 2020 Diana Alvarez-Amell, Ph.D. Department Chair Acknowledgements In late May of 1998, my grandmother took me to Electronics Boutique to purchase a Japanese role-playing game for the original PlayStation console: LUNAR: The Silver Star Story Complete. LUNAR would go on to become my favorite game of all time, but my initial impressions were shaped by the premium packaging – which included a behind-the-scenes video CD-ROM. -
The Effect of Corporate Public Relations on Video Game Journalists Benjamin Jenkins Louisiana State University and Agricultural and Mechanical College
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2010 Staying objective: the effect of corporate public relations on video game journalists Benjamin Jenkins Louisiana State University and Agricultural and Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Jenkins, Benjamin, "Staying objective: the effect of corporate public relations on video game journalists" (2010). LSU Master's Theses. 4182. https://digitalcommons.lsu.edu/gradschool_theses/4182 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. STAYING OBJECTIVE: THE EFFECT OF CORPORATE PUBLIC RELATIONS ON VIDEO GAME JOURNALISTS A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements of the degree of Master of Mass Communication in The Manship School of Mass Communication by Benjamin Jenkins B.A., Louisiana State University, 2003 December 2010 ACKNOWLEDGEMENTS I would like to thank my committee members, Dr. David Kurpius and Craig Freeman for their help during this project and a special thanks to my chair, Dr. Nicole Dahmen for sticking with me the whole way. I also wish to thank my parents, Charles and Louise Jenkins, -
Man, Mod, and Law: Revisiting the Law of Computer Game Modifications
269 MAN, MOD, AND LAW: REVISITING THE LAW OF COMPUTER GAME MODIFICATIONS ZVI S. ROSEN CONTENTS I. Origins of the Project.............................................. 271 II. Citations .................................................................. 274 III. Changes in the Law................................................. 277 IV. Looking Back.......................................................... 281 A. Evolution of Mods Since 2005 ........................... 281 B.Unforeseen Consequences (of Mods) ..................... 286 C.Embracing Mods..................................................... 290 In late 2004, I wrote a paper for a seminar on Computer Law while a 3L at Northwestern on copyright v*.W[)* /V [/2.()W+ Tv2W 2/ZRVR[v)R/0* oU2/Z*=nj c tv* proud of the piece, and the following year it was published in the Chicago-Kent Journal of Intellectual Property Law.1 <SW )R)OW tv* 2Wv0) )/ uW v .Ovq /0 v 'W+*W V+/2 "/u {qOv09* */0T ^vTTRW9* fv+2l tR)S )SW 'W+*W UytxWOOl *SW )vOP* )/ vOO )SW *W+'v0)*i#u/() 2v0 v0Z e/Z v0Z Ovtl= tSRch I naturally 2v0TOWZ R0)/ U^/Zl ^v0l v0Z _vtj=2 The idea of the piece, in a nutshell, was that there were two different types of mods and that their differences 1 Zvi Rosen, Mod, Man, and Law: A Reexamination of the Law of Computer Game Modifications, 4 CHI.-KENT J. INTELL. PROP. 196 (2005). 2 One of the matters I hoped to remedy with this piece. Volume 59 – Number 1 270 IDEA – The Law Review of the Franklin Pierce Center for Intellectual Property resulted in different types of copyright protection.3 More specifically, I argued that a mod which rises to the level of a U)/)vO [/0'W+*R/0= 2RTS) 0/) uW v ZW+R'v)R'W t/+P /V )SW original game, but instead might be an independent work, capable of its own copyright protection without reference to the original work. -
Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation
Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Howard D. Fisher June 2012 © 2012 Howard D. Fisher. All Rights Reserved. This dissertation titled Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation by HOWARD D. FISHER has been approved for the E. W. Scripps School of Journalism and the Scripps College of Communication by Bernhard S. Debatin Professor of Journalism Scott Titsworth Interim Dean, Scripps College of Communication ii ABSTRACT FISHER, HOWARD D., Ph.D., June 2012, Journalism Don't let the girls play: Gender representation in videogame journalism and the influence of Hegemonic Masculinity, Media Filters, and Message Mediation Director of Dissertation: Bernhard S. Debatin The researcher proposed that videogame magazines and journalists were misrepresenting the full breadth of modern videogame players, specifically women. Based on a foundation of Hegemonic Masculinity, the researcher conducted frame analyses of select magazines and in-depth interviews with select journalists. The researcher used Herman & Chomsky and Shoemaker & Reese as theoretical background and the standards proposed by the Hutchins commission and the Society of Professional Journalists to analyze the frames and interviews. The researcher found that women avatars were either ignored or portrayed as sex objects in the magazines, and that women videogame players were frequently mocked or insulted. Analyses further revealed that videogame journalists subscribe to an Ideology of Anxiety, primarily based on their fear- driven relationship with videogame developers and publishers.