Games and CulturePub Date : 2023-10-09DOI: 10.1177/15554120231207175
{"title":"Corrigendum to “It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games”","authors":"","doi":"10.1177/15554120231207175","DOIUrl":"https://doi.org/10.1177/15554120231207175","url":null,"abstract":"","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135047290","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 : 2023-10-05DOI: 10.1177/15554120231205638
Vítor Blanco-Fernández, Jose A. Moreno
{"title":"“Video Games Were My First Safe Space”: Queer Gaming in the <i>Animal Crossing New Horizons</i> LGBTIQA+ Community","authors":"Vítor Blanco-Fernández, Jose A. Moreno","doi":"10.1177/15554120231205638","DOIUrl":"https://doi.org/10.1177/15554120231205638","url":null,"abstract":"This article analyses LGBTIQA+ playing experiences of Animal Crossing New Horizons (ACNH). It first surveys LGBTIQA+ players of ACNH, with questions regarding ways of playing, identity, community, and fanfiction practices. It also analyses LGBTIQA+ ACNH YouTube videos, divided into three main categories: design, gaming, and fanfiction. The first category, design, is analyzed quantitatively. The second and third categories follow a qualitative analysis, grouping findings into seven subcategories: (a) decorating, (b) celebrating Pride, (c) counter-gaming, (d) weddings, (e) coming out, (f) self-determination and encouraging discourses, and (g) community building. Explorative results show that, although out-game LGBTIQA+ experiences are necessary for queer self-realization, the in-game experiences of our sample help non-cis-straight identities and communities. They also demonstrate that diversity and intersectionality are fundamental in the ACNH queer community sampled, and that LGBTIQA+ players perform queer counter-gaming: transforming the game's tools and affordances to encourage self-expression.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134975775","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 : 2023-10-03DOI: 10.1177/15554120231204146
Ömer Faruk Cengiz, Kemal Ataman
{"title":"“Religious” and “Gamer”: Negotiating the Legitimacy of Video Games in a Muslim Context","authors":"Ömer Faruk Cengiz, Kemal Ataman","doi":"10.1177/15554120231204146","DOIUrl":"https://doi.org/10.1177/15554120231204146","url":null,"abstract":"Individuals who self-identify as “religious gamers” constitute a relatively new and niche category. This study aims to understand how these individuals evaluate their video game-playing activities in the face of their religious beliefs and commitments. To this end, we conducted semistructured interviews with 15 participants. The data suggests that for the participants, the religious status of video games is based on a broader evaluative framework than the religious one. The “vain act–beneficial act” dichotomy, which we conceptualized in this study, explains the difficulties and contradictions that religious gamers experience in legitimizing their gaming activities because they consider the game a vain act even though they play it with enthusiasm. Based on the evidence gathered, we concluded that religious gamers do not consider playing games illegitimate, either religiously or morally. However, they cannot conclusively legitimize it either—a delicate situation that drags them into a strange predicament.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135695970","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 : 2023-09-29DOI: 10.1177/15554120231204148
Kyle McPhail
{"title":"Reflecting on <i>Celeste</i>: Abstracting Trans Representation","authors":"Kyle McPhail","doi":"10.1177/15554120231204148","DOIUrl":"https://doi.org/10.1177/15554120231204148","url":null,"abstract":"Transgender representation is a complex subject and what constitutes “good” and “bad” representations has been scrutinized by trans, feminist and queer scholars, as well as fans of visual culture. A significant case study in trans representation and interpretation is the platformer Celeste (2018). The game's passionate and active fandom began to speculate about the potential trans narratives present in the game, including whether the main character, Madeline, was a trans woman. In 2020, game director Maddy Thorson confirmed that Madeline was trans. While many fans celebrated this retroactive identification, the value of Celeste as a trans artwork lies beyond Madeline's trans body. This article argues that, while representation matters, abstract or conceptual trans representation is an important tool that avoids conditional and limited trans representations that rely on a specific type of body. Abstraction centres experience, allowing for more creative, playful and intersectional ways of art becoming trans.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135246644","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 : 2023-09-27DOI: 10.1177/15554120231203134
Bradley Robinson, André Czauderna, Sam von Gillern
{"title":"“I think I Get Why y’all do this Now”: Reckoning With <i>Elden Ring</i>'s Difficulty in an Online Affinity Space","authors":"Bradley Robinson, André Czauderna, Sam von Gillern","doi":"10.1177/15554120231203134","DOIUrl":"https://doi.org/10.1177/15554120231203134","url":null,"abstract":"The purpose of this study was to understand how players reckon with relentlessly challenging video games by exploring their interactions in a game-specific affinity space. The authors conducted a qualitative thematic analysis of a focal discussion thread on r/EldenRing, a Reddit community, to examine how players lend each other support in response to the game's mechanical, affective, and interpretive difficulty. The findings demonstrate how affinity spaces can play an important role in helping players navigate challenging games like Elden Ring by providing a space for them to strategize, vent, joke, and even philosophize about their experiences with the game. Through this study, the authors suggest that game designers might extend their design perspectives to consider players’ metagaming practices in affinity spaces, where they support one another to construct meaning of their suffering, perhaps leading to more players, more joy, and more joyful players.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135537817","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 : 2023-09-24DOI: 10.1177/15554120231202707
Johnathan Harrington
{"title":"Let's Meetup? Board Game Communities in Hong Kong","authors":"Johnathan Harrington","doi":"10.1177/15554120231202707","DOIUrl":"https://doi.org/10.1177/15554120231202707","url":null,"abstract":"Modern board games are becoming more prevalent, increasing their market share on a year-by-year basis. However, since board games are physically oriented media, their community growth has been distinct across regions. While China saw growth through a wangba model focused on socially oriented games, western countries have grown through hobbyism. Hong Kong exists at a cultural crossroads, and its board game communities form directly in response to this larger board game landscape. In this paper, I analyze the two largest board game groups on Meetup in Hong Kong—Board Game Oasis, an Anglophone group; and BGHK, a Cantophone group. By analyzing six months of events hosted, I will show how board game selection goes beyond player preference, and how these communities are heavily influenced by board game distribution and access, motivation behind play, as well as language dependency leading to two distinct communities further entrenching a systemic board gamer separation.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135926284","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 : 2023-09-20DOI: 10.1177/15554120231202175
Yansheng Liu
{"title":"The Proteus Effect: Overview, Reflection, and Recommendations","authors":"Yansheng Liu","doi":"10.1177/15554120231202175","DOIUrl":"https://doi.org/10.1177/15554120231202175","url":null,"abstract":"Avatars are an integral element in most virtual environments including virtual reality and video games, and the Proteus effect initially proposed by Yee and Bailenson (2007) is a framework that explains the psychological effects of individuals’ digital self-representation, which theorizes that the traits of avatars would affect individuals’ behavior and cognition accordingly. Although research on the Proteus effect has been fruitful over the years, this line of research also showed inconsistencies over whether the effect is significant, the direction of how avatars affect individuals, as well as its theoretical explanations, which suggests a lack of elucidation on the cognitive processes underlying the Proteus effect. Hence, this paper provides an overview of the Proteus effect research and offers a reflection on the current literature regarding the theoretical basis, empirical evidence, and methodological approaches of the Proteus effect research. Finally, this study provides three recommendations for future research on the Proteus effect.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136308531","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 : 2023-09-20DOI: 10.1177/15554120231203859
Justin A. Bortnick
{"title":"Play and Misinformation: How America's Conspiracy Culture Became Gamified","authors":"Justin A. Bortnick","doi":"10.1177/15554120231203859","DOIUrl":"https://doi.org/10.1177/15554120231203859","url":null,"abstract":"In this article, the author draws upon their own experience as a commercial alternate reality game designer and interviews with other working professionals, examining how the form moved from its origins as outsider art into the realm of commercial production and then beyond that as a tool of political influence. The article traces the long history of misinformation and conspiracy in American politics and demonstrates how the introduction of entertainment industry design methodologies has altered the production of disinformation campaigns. From Andrew Jackson and the New York Slave Conspiracy of 1741 through Gamergate and QAnon, the article argues that while conspiracy has always been a central part of American culture, the introduction of modern game design has altered the landscape, and that only by recognizing how our work as designers is being co-opted can we can begin to work to prevent additional social harms.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136312792","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 : 2023-09-20DOI: 10.1177/15554120231202720
Robson Scarassati Bello
{"title":"The Problem of Memory in the Assassin's Creed Series (2007–2020)","authors":"Robson Scarassati Bello","doi":"10.1177/15554120231202720","DOIUrl":"https://doi.org/10.1177/15554120231202720","url":null,"abstract":"The purpose of this paper is to examine how History and Memory are depicted in the video game series Assassin's Creed from 2007 to 2020. These games aim to recreate various historical periods by immersing the player's character from the present into the memories of their ancestors’ using technology. Assassin's Creed portrays the past through specific means: a narrative conveyed through events, spatially explorable environments, and, most importantly, the ability to interact with these elements. The series presents a supposedly multicultural perspective by offering its own interpretations of “historical truth” and collective memory. I argue contend that cultural products, when reinterpreted in the context of contemporary discussions and their own unique format, significantly influence the perception of certain historical moments in the collective imagination.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136313562","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 : 2023-09-20DOI: 10.1177/15554120231201760
None Tushya, Dinesh Chhabra, Betina Abraham
{"title":"Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities","authors":"None Tushya, Dinesh Chhabra, Betina Abraham","doi":"10.1177/15554120231201760","DOIUrl":"https://doi.org/10.1177/15554120231201760","url":null,"abstract":"Recent technological advancements, increased access to gaming setups, and the emergence of free-to-play multiplayer games have contributed to a dramatic rise in the number of players gaming online and subsequently becoming a part of gaming communities. This systematic review explored the impact of being in an online gaming community on socio-relational outcomes, and variables that impacted the relation between gaming community membership and socio-relational outcomes. After screening PubMed, PsycINFO, Scopus, and Web of Science, 24 articles (15,451 players) were included. Results showed a predominantly positive influence of community membership on socio-relational outcomes of friendship, social skills, and social capital. Community-related variables (community size, social interaction, aim of community formation) and game characteristics that interacted with the gaming community (collective play, cooperation, learning to achieve game objectives) impacted the relationship between community membership and social capital. For some players, however, online social capital increased at the expense of offline social capital.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136308702","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}