Games and CulturePub Date : 2023-12-12DOI: 10.1177/15554120231217538
Prema Arasu
{"title":"Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client","authors":"Prema Arasu","doi":"10.1177/15554120231217538","DOIUrl":"https://doi.org/10.1177/15554120231217538","url":null,"abstract":"Today, H. P. Lovecraft's popular culture legacy resides in the shared world of the Cthulhu Mythos and in the iconography of its monsters. Rather than attempt to definitively identify what makes something Lovecraftian, this paper takes a reception theory informed approach to investigate the ways in which the user-defined ‘Lovecraftian’ tag is applied on Steam. This paper identifies the recurrence of sanity mechanics, tentacularity, and parody in the games that users have tagged as ‘Lovecraftian’ and discusses how these elements adapt and respond to Lovecraft's mythos and cosmicist philosophy. The Lovecraftian games available on Steam, as they have been identified by their consumers, indicate that the digital game is a worthwhile platform for adaptations of the works of H. P. Lovecraft due to the interactivity offered by the medium. However, many of these games also contain subversive or parodic elements that undermine Lovecraft's cosmicism.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139007142","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 : 2023-12-12DOI: 10.1177/15554120231218046
Alexander Stainton, Seán G. Roberts, Stephanie Rennick
{"title":"Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish","authors":"Alexander Stainton, Seán G. Roberts, Stephanie Rennick","doi":"10.1177/15554120231218046","DOIUrl":"https://doi.org/10.1177/15554120231218046","url":null,"abstract":"The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.8,"publicationDate":"2023-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139008104","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 : 2023-11-13DOI: 10.1177/15554120231211376
Lasse Juel Larsen, Bo Kampmann Walther
{"title":"Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play","authors":"Lasse Juel Larsen, Bo Kampmann Walther","doi":"10.1177/15554120231211376","DOIUrl":"https://doi.org/10.1177/15554120231211376","url":null,"abstract":"This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize this aspect from a situational as well as an existential perspective. Furthermore, we advance an analytical scheme of the threat of the computational monster, which is radically different from the traditional academic approach with its emphasis on the representation of monsters. Overall, we argue that the threat players perceive when facing monsters in computer games springs more from the computational nature of monsters—how they upset progression and the feeling of control—and less from the representation of the monster(s).","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136352147","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 : 2023-11-07DOI: 10.1177/15554120231210599
Tomasz Z. Majkowski, Magdalena Kozyra, Aleksandra Prokopek
{"title":"Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology","authors":"Tomasz Z. Majkowski, Magdalena Kozyra, Aleksandra Prokopek","doi":"10.1177/15554120231210599","DOIUrl":"https://doi.org/10.1177/15554120231210599","url":null,"abstract":"This article provides in-depth analysis of Hellish Quart: a fighting game set in 17th century Polish–Lithuanian Commonwealth, and cherished for its realism, vis-a-vis Neosarmatian ideology of the Polish alt-right: the current iteration of centuries-old origin myth of Polish nobility. While we do not consider the game a willing participant in the proliferation of Alt-Sarmatian ideas, we claim the pervasiveness of Sarmatism within Polish national identity makes it difficult not to consider the conservative approach to national history a “realistic one.” In this article, we present the shortened history of both Sarmatian myth and the special place sabre-fighting occupies in Polish culture, and utilize them to understand ideological entanglement of the “realism” offered by Hellish Quart regarding the vision of the past and the mechanics of combat.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135539976","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 : 2023-11-05DOI: 10.1177/15554120231208735
Tianming Cao, Hongya Zhou, Anqi Feng
{"title":"Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China","authors":"Tianming Cao, Hongya Zhou, Anqi Feng","doi":"10.1177/15554120231208735","DOIUrl":"https://doi.org/10.1177/15554120231208735","url":null,"abstract":"This study examines Chinese Wuxia games (martial arts) as cultural artifacts, utilizing a cultural historical approach to analyze their textual content and gameplay in order to explore the construction of cultural identity. I investigate the localization of early games and identify the cultural consciousness of early producers between 1990 and 1995. Through decoding cultural symbols, this research reveals the fixed cultural sources and components of cultural identity from 1995 to 2003. From 2004 to 2009, I examine how the industry's overall decline resulted in fatalism being projected onto the game design, leading to the integration of Wuxia games with contemporary culture and historical characteristics. Between 2010 and 2021, with the growth of player subjectivities, the construction of player identity reveals the fluid nature of cultural identity. This study also identifies three layers of Xia (martial arts hero) identity, including group affiliation, judgment, and creed.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135725711","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 : 2023-10-30DOI: 10.1177/15554120231209804
Sarah Freye
{"title":"Ecocritical Agency in <i>I Was a Teenage Exocolonist</i>","authors":"Sarah Freye","doi":"10.1177/15554120231209804","DOIUrl":"https://doi.org/10.1177/15554120231209804","url":null,"abstract":"In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136070195","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 : 2023-10-17DOI: 10.1177/15554120231208406
Danielle Deavours
{"title":"Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?","authors":"Danielle Deavours","doi":"10.1177/15554120231208406","DOIUrl":"https://doi.org/10.1177/15554120231208406","url":null,"abstract":"More attention is being brought to the identity challenges minority gamers face. However, as the gaming industry moves into virtual spaces and virtual reality (VR) gaming continues to grow in popularity, it is important to understand how identity and the virtual metaverse combine. Using a carnal autoethnography of a competitive woman VR gamer's lived experiences with sexism and misogyny over 6 months, this study explores how many women experience VR games as outsiders in a male-dominated space. Through the application of ambivalent sexism theory, this study shows virtual platform affordances can both help and harm minority gamers in their quest to be accepted in gaming communities. This study is among the first to examine gendered experience of VR gaming, especially from an autoethnographic frame, contributing to existing literature in women and gaming. This work calls on players, developers, educators, and research to emphasize allyship and media literacy to encourage more diverse virtual spaces.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135993823","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 : 2023-10-17DOI: 10.1177/15554120231206429
Cristian Parra Bravo
{"title":"Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time","authors":"Cristian Parra Bravo","doi":"10.1177/15554120231206429","DOIUrl":"https://doi.org/10.1177/15554120231206429","url":null,"abstract":"Mechanics and narrations must be in the appropriate consonance to keep gamers engaged with the game; here is where time structures become crucial. Based on bibliographical revision and empiric observation, this work proposes the idea of temporal constraints as a concrete design variable that allows designers and researchers to measure and analyze how the game systems regulate progression time of players in the game. Temporal constraints are presented as a techno-aesthetic ludo-narrative component of video games; it combines the ludic and narrative aspects of the game. As a result, critical aspects of the new concept are clarified, and future research ideas are outlined.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136034032","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 : 2023-10-17DOI: 10.1177/15554120231206862
Ștefania Matei
{"title":"The Technological Mediation of Collective Memory Through Historical Video Games","authors":"Ștefania Matei","doi":"10.1177/15554120231206862","DOIUrl":"https://doi.org/10.1177/15554120231206862","url":null,"abstract":"This article discusses how genre-related procedural rhetorics might be employed in video games to (re)shape the way we think about history. The theoretical interpretation follows a postphenomenological line of inquiry in understanding how the sense of collective memory is shaped across playable environments. Through their medium-specific characteristics, historical video games define the nature of the representations through which history is brought to human experience and knowledge. However, collective memory should be understood neither as a process of recall nor as an aesthetics of historiophoty, but, rather, as a phenomenon of technological mediation: historical video games disclose the reality of the past as “a world to be remembered” and shape humans as “remembering subjects” in morally relevant ways. Therefore, video games based on history participate in the politics of remembrance and play a powerful role in the governance of mnemonic subjectivity by activating and reifying contingent norms of commemoration.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136033328","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 : 2023-10-11DOI: 10.1177/15554120231204145
PS Berge
{"title":"The Table and the Tomb: Positioning Trans Power and Play Amid Fantasy Realism in <i>Dungeons & Dragons</i>","authors":"PS Berge","doi":"10.1177/15554120231204145","DOIUrl":"https://doi.org/10.1177/15554120231204145","url":null,"abstract":"This article contends with the transphobic logics perpetuated by the “world's greatest roleplaying game,” Dungeons & Dragons (D&D). Bringing together game texts and scraped social media data from reactionary D&D fans, I argue that despite cursory improvements in official representation, D&D's hostility to trans play is inscribed in the game's engagement of fantasy realism—a culturally sculpted “common sense” that rearticulates the logics of established fantasy media. From sex-swap curses in Gygax's “Tomb of Horrors” (1978) to the shapechanging “blessed elves of Corellon” (2017), D&D's approach to fantasy realism mechanically and narratively excludes trans bodies, vilifies trans stories, and diminishes trans power. Drawing on the work of analog game and trans media scholars, I use this case study to center trans power in tabletop gaming and explore D&D's relationship with fantasy realism by asking Whose fantasy? and Whose reality?","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136063980","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}