Games and CulturePub Date : 2023-06-01DOI: 10.1177/15554120221105461
S. Gómez-García, Teresa de la Hera Conde-Pumpido
{"title":"Newsgames: The Use of Digital Games by Mass-Media Outlets to Convey Journalistic Messages","authors":"S. Gómez-García, Teresa de la Hera Conde-Pumpido","doi":"10.1177/15554120221105461","DOIUrl":"https://doi.org/10.1177/15554120221105461","url":null,"abstract":"This study explores the way mass-media outlets make use of digital games to convey journalistic messages. Newsgames have been defined by several scholars in the intersection between digital journalism and game studies. However, because of the heterogeneity of this phenomenon, there is still a lack of clarity of what could be considered, or not, a newsgame. This study aims to shed light into this question by exploring how newsgames are used in practice by journalists. We therefore approach the understanding of this phenomenon from a bottom-up perspective to give an answer to the following research question: How are journalistic messages structured within newsgames published by online mass-media outlets? A grounded theory approach is used to analyze 75 games published in a total of 47 mass-media digital outlets from 17 countries. The results of this study have led to the proposal of a more systematic identification and analytical approach for newsgames.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"38 1","pages":"449 - 474"},"PeriodicalIF":2.8,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76263377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-06-01DOI: 10.1177/15554120221106927
Alan Galey
{"title":"Behind the Scenes at ApertureScience.com: <i>Portal</i> and Its Paratexts.","authors":"Alan Galey","doi":"10.1177/15554120221106927","DOIUrl":"https://doi.org/10.1177/15554120221106927","url":null,"abstract":"<p><p><i>Portal</i> (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of ephemerality and materiality may be further refined to open up new dimensions of video games as objects of interpretation and play. The article draws from the field of textual studies, which specializes in the particularities of media, and in the entanglement of technical detail with interpretation and meaning. The first part re-evaluates the nature of the book as an analogy for the materiality of video games, and critiques Gérard Genette's conception of bookish paratexts and its applicability to video games. The article then offers a detailed analysis of ApertureScience.com as a paratext, including its satirical critiques of positivism and corporate research, and concludes with a discussion of the materiality of digital paratexts.</p>","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"18 4","pages":"498-523"},"PeriodicalIF":2.8,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ftp.ncbi.nlm.nih.gov/pub/pmc/oa_pdf/5e/9e/10.1177_15554120221106927.PMC10170568.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10645353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-31DOI: 10.1177/15554120231175615
Maarten Denoo, Bruno Dupont, B. Zaman, Eva Grosemans, S. Malliet
{"title":"Making Complexity Measurable in Practice: A Formal Analysis of Gamble-Play media","authors":"Maarten Denoo, Bruno Dupont, B. Zaman, Eva Grosemans, S. Malliet","doi":"10.1177/15554120231175615","DOIUrl":"https://doi.org/10.1177/15554120231175615","url":null,"abstract":"Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that include loot boxes, social casino games, optional gambling-themed activities and token wagering by identifying and mapping interactions between their features. Having uncovered 51 features across 11 categories, we then reinterpret previously established notions of gambling. In doing so, we aim to contribute to a future-proof understanding of gambling in videogames.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"11 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88742072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-30DOI: 10.1177/15554120231176630
Steven Dashiell
{"title":"Symbolic Violence in the Language of Game Descriptions of Blackness: The Case of <i>Pathfinder</i>","authors":"Steven Dashiell","doi":"10.1177/15554120231176630","DOIUrl":"https://doi.org/10.1177/15554120231176630","url":null,"abstract":"The present article analyzes the impact of discourses surrounding Black ethnicities in tabletop role playing games. I use discursive thematic analysis to examine the descriptions of individuals represented as Black in the Pathfinder game setting, a game system related to Dungeons & Dragons. I critically analyze descriptions in the game materials that discuss in-game Black ethnicities. I demonstrate how the discourse represents a symbolic violence surrounding blackness. While the descriptions provide imagery and word use to highlight the positive aspects of the characters, the overemphasis signals stereotypes of a conceptual “other.” These characters then become examples of “good Blacks” that differ from “bad” individuals. The positive imagery provokes a stereotype threat, and a need to uphold this “good Black” mentality, lest one becomes the Other. While thinking of race and ethnicity in tabletop gaming continues to evolve, even advancements fall into tropes which reinforce symbolic violence.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135642742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-29DOI: 10.1177/15554120231177479
Dragoș-Mihai Obreja
{"title":"Video Games as Social Institutions","authors":"Dragoș-Mihai Obreja","doi":"10.1177/15554120231177479","DOIUrl":"https://doi.org/10.1177/15554120231177479","url":null,"abstract":"","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"66 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78997823","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-29DOI: 10.1177/15554120231176874
B. Keogh, Taylor Hardwick
{"title":"Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education","authors":"B. Keogh, Taylor Hardwick","doi":"10.1177/15554120231176874","DOIUrl":"https://doi.org/10.1177/15554120231176874","url":null,"abstract":"Higher education (HE) has become a common pathway into game development careers. Previous research with students and educators has shown how game development HE exemplifies a “creative industries” approach that seemingly marries technical and creative skills, professionalism and passion, and individualistic entrepreneurism and interdisciplinary collaboration. However, little research has considered the varied institutional contexts such students and educators find themselves entrenched in. In this article, we argue that game development HE does not simply marry the technical and creative but is instead torn between different disciplinary cultures, ideologies, and aims. Drawing from data on 119 game development HE programs in Australia, we show that while game development HE is consistently positioned as a pathway toward student employability, just what skills and identities are emphasized as crucial for such employability varies pending on the program's institutional context—ultimately showing that combining creativity and technology is neither a straightforward nor neutral process.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"132 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85759073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-18DOI: 10.1177/15554120231176634
John McLaren
{"title":"Towards Representational Adequacy: A Critical Analysis of Transgender Representation in Tell Me Why","authors":"John McLaren","doi":"10.1177/15554120231176634","DOIUrl":"https://doi.org/10.1177/15554120231176634","url":null,"abstract":"While transgender representation in media has improved in quantity over the last decade, the representation of transgender men in video games is still limited. In this work, I examine the character Tyler from the game Tell Me Why as a critical case study toward the representational adequacy of transgender people in video games. Through a focus on character design, narrative, paratexts, and game reception, I explore the ways Tyler is a more complex example of transgender representation. Additionally, I argue that the act of bringing transgender people into character creation results in a more complex representation.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"25 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89477690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-17DOI: 10.1177/15554120231172614
Robert L. Mayo
{"title":"Ludic Mechanics, Psychic Mechanisms and Explorations of “Inner Space” in Mindwheel and Psychonauts","authors":"Robert L. Mayo","doi":"10.1177/15554120231172614","DOIUrl":"https://doi.org/10.1177/15554120231172614","url":null,"abstract":"Robert Pinsky's Mindwheel (1984) and Tim Schafer's Psychonauts (2005) are dissimilar games in terms of player interface and ludic mechanics, but both participate in the creative tradition of “inner space,” which begins in science fiction literature and depicts the human mind metaphorically as a physical space which can be explored and interacted with. This essay examines how each game contributes to this tradition, with particular attention to how the mechanics of each game develops an adversarial or cooperative tone to the player's interaction with the game, and how this produces different forms of inner space exploration. This essay also draws on Lakoff's and Johnson's concept of “orientational metaphors” which are familiar from embodied experience and various conventional expressions, and examines how coherent each game's metaphors and narratives are.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"31 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75725390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-09DOI: 10.1177/15554120231173479
Piotr Siuda, Dariusz Reguła, Jakub Majewski, Anna Kwapiszewska
{"title":"Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077","authors":"Piotr Siuda, Dariusz Reguła, Jakub Majewski, Anna Kwapiszewska","doi":"10.1177/15554120231173479","DOIUrl":"https://doi.org/10.1177/15554120231173479","url":null,"abstract":"Cyberpunk 2077 's negative reception stood in striking contrast to the pre-release hype around the video game built by the producer's marketing campaign and the gaming press. This study examines a selection of gaming websites, to consider their pre-release Cyberpunk 2077 coverage and the discrepancies between these early reports and the released game. Using inductive conventional content analysis, framed as thematic analysis, 148 press articles were investigated divided into nine subcategories, and three categories. These articles told an almost exclusively positive narrative, promising great performance and features. The uncritical reception of publisher information by journalists allows the authors to propose the notion of “broken promises marketing”. The article contextualizes this term in the gaming ecosystem, arguing that over-optimistic marketing is amplified through features of the online press ecology. Finally, the results are considered from a business ethics perspective, with a set of communications recommendations for both journalists and game publishers.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"15 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83343540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games and CulturePub Date : 2023-05-07DOI: 10.1177/15554120231170152
Steven Harris, N. Caldwell
{"title":"A Transfiguration Paradigm for Quest Design","authors":"Steven Harris, N. Caldwell","doi":"10.1177/15554120231170152","DOIUrl":"https://doi.org/10.1177/15554120231170152","url":null,"abstract":"Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular and synergy quests is proposed. Within the frameworks, tasks become an intermediary step within the quest which is now focused on the transfiguration of the player character. This approach offers a practical design structure for both procedural and manual quest design.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"75 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86341255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}