{"title":"How Linearity Affects Narrative: The Incomplete Story of Final Fantasy XIII","authors":"Johansen Quijano-Cruz","doi":"10.7557/23.6131","DOIUrl":"https://doi.org/10.7557/23.6131","url":null,"abstract":"This review looks at the structure of the Final Fantasy XIII narrative and how it gets in the way of the overall game. It further looks at the purely narrative elements of the game, such as story and characterization, and makes a statement on how the linearity and pacing of the game prevent it from successfully exploring critical topics.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114447913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Online Gaming and the Social Construction of Virtual Victimization","authors":"S. Downing","doi":"10.7557/23.6049","DOIUrl":"https://doi.org/10.7557/23.6049","url":null,"abstract":"Online computer gaming is becoming an increasingly popular leisure activity as well as a growing context for social networking and social interaction in general. Drawing from a cyber-ethnography conducted in one such online game, I analyze the process by which the notion of victimization is socially constructed within the online gaming community. I contextualize this analysis within the framework of social construction theories, specifically addressing how internal and external norms, beliefs and values influence the assessment of the severity of virtual harm and the subsequent validity of victim claims. The reported findings suggest a distinction between virtual violence and theft within the context of the game; the latter being assessed as more harmful to the cohesiveness of the online community as well as the individual victim. Reasons for this distinction as well as a broader analysis of the interaction between online and offline culture is discussed.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115433609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Playing the Second World War: Call of Duty and the Telling of History","authors":"H. Gish","doi":"10.7557/23.6042","DOIUrl":"https://doi.org/10.7557/23.6042","url":null,"abstract":"Through its interactive representation of the Second World War, the Call of Duty series is emblematic of a contemporary form of historical remembrance. This article analyzes the ways in which the series' cut scenes and game play interrelate and represent history, warfare, and traumatic violence. Using Marita Sturken’s discussion of screen memories as sites of negotiation between differing conceptions of the past, the essay positions Call of Duty as a digital screen memory that actively produces multiple, competing understandings of historical warfare.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116392665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Ruggill, R. J. Nichols, Ryan M. Moeller, Ken S. McAllister
{"title":"Preface: A Community of Players","authors":"J. Ruggill, R. J. Nichols, Ryan M. Moeller, Ken S. McAllister","doi":"10.7557/23.6039","DOIUrl":"https://doi.org/10.7557/23.6039","url":null,"abstract":"The articles in this section were initially developed for and presented at the 2010 conference of the Southwest/Texas Popular Culture Association/American Culture Association (http://swtxpca.org/). The conference, which began as a small, regional meeting in the 1970s, has since become international in scope, with upwards of a thousand presentations delivered by participants from dozens of countries. Yet despite its size, the conference maintains a friendly, casual, and intellectually robust atmosphere.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115304399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Strange Reality: On Glitches and Uncanny Play","authors":"E. G. Holmes","doi":"10.7557/23.6047","DOIUrl":"https://doi.org/10.7557/23.6047","url":null,"abstract":"Videogames have had to struggle with balancing the requirements of 'good' gameplay with a drive toward increasing graphical and narrative realism, spurred on by constantly improving technologies of simulation and computer graphics. Despite these advances in hardware and programming techniques, videogames' simulations of reality have, for the most part, remained crude and cartoonish next to the allegorical richness of description in art, literature and film-a comparison that may be unfair, but nevertheless has been relentlessly repeated. This paper attempts to highlight some of the difficulties and failures of realism in videogames through the lens of the uncanny, which, it is argued, should be understood as an essential trait of videogames in their capacity as simulations of realities, and as modern technology.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"92 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133007613","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Book Review: The Mergence of Spaces by Elke Hemminger","authors":"Arne Schröder","doi":"10.7557/23.6052","DOIUrl":"https://doi.org/10.7557/23.6052","url":null,"abstract":"Review of Elke Hemmingers doctoral thesis The Mergence of Spaces. Experiences of Reality in Digital Role-Playing Games","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125193448","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft","authors":"Kevin Moberly","doi":"10.7557/23.6045","DOIUrl":"https://doi.org/10.7557/23.6045","url":null,"abstract":"Overrun by monsters and tyrants, and ravaged by fanaticism, excess, and greed, World of Warcraft offers players a chance to struggle metaphorically against that which oppresses them: the excesses of late capitalism as they are represented by the game’s spectacular antagonisms. In order to take advantage of this opportunity, however, players must employ the very thing through which their oppression is manifested. Interpellated into the game as fetishized images, players must construct themselves and function in accordance with the limitations imposed upon them by the race and class of their characters. Players, as such, are incorporated into World of Warcraft’s spectacle even as they struggle against it. What World of Warcraft sells players is thus not liberation and fulfillment, but more of the same: a spectacular version of the present tense in which the race- and class-based antagonisms that define the status quo of late capitalism are represented as magical and fantastic. In approaching World of Warcraft in these terms, this article attempts to understand how the game commodifies struggle, not only securing the consent of players to produce themselves and perform as subjects, but in doing so, reproducing the illusion in which the society of World of Warcraft’s spectacle is manifested: the illusion that the spectacular hierarchies and inequalities of late capitalism are natural and inevitable rather than socially constructed.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129483508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Bresciani, K. Morsi, M. Tucker, Mark Siprut, Kris Stewart, Allison Duncan
{"title":"Designing and Implementing an Assessment Plan for a Virtual Engineering Lab","authors":"M. Bresciani, K. Morsi, M. Tucker, Mark Siprut, Kris Stewart, Allison Duncan","doi":"10.7557/23.6048","DOIUrl":"https://doi.org/10.7557/23.6048","url":null,"abstract":"This article describes the process of creating, implementing, and assessing an innovative learning tool. The game based laboratory simulation, “Gaming for Applied Materials Engineering” (GAME), incorporated into the Engineering curriculum at a large public university, is intended to facilitate the same learning previously taught in a traditional hands-on laboratory. Through this technological tool, researchers hope to extend an integral learning opportunity to students currently unable to access physical labs, as well as, to augment and reinforce the material taught to those currently enrolled in physical lab courses. Throughout the article, the research team discusses the assessment methodology, describes several challenges overcome, and offers recommendations for others interested in utilizing game-based technology in educational settings. ","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121426228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2","authors":"Kristine Jørgensen","doi":"10.7557/23.6051","DOIUrl":"https://doi.org/10.7557/23.6051","url":null,"abstract":"This article presents a comparative analysis of how characters are used as narrative tools in Bioware’s computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 (2010). The analysis aims to demonstrate how sophisticated narrative features can be integrated in gameplay through the development of interesting characters. Using a comparative analysis, the author shows that the two games’ have different approaches to using characters as narrative tools within the same genre, while also incorporating these narrative features tightly into gameplay. Central to the argument is the idea that presenting the player as protagonist is not necessarily the most fruitful approach to narrative experiences in games, and that narrative coherence may be better established and maintained through letting non-player characters carry the weight of narrative progression.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117162353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War","authors":"Jaimie Baron","doi":"10.7939/R3BZ61B56","DOIUrl":"https://doi.org/10.7939/R3BZ61B56","url":null,"abstract":"Historical videogames offer the promise of a new relationship between the reader of history and the account of an historical event, potentially transforming the “reader” of history into the active “user” or even “maker” of history. Indeed, the concept of historical videogames suggests that the user may play an active part in the construction of historical narratives and, thereby, in the implications of these historical events for the present. In this paper, I examine the appropriation of indexical archival documents into two instances of what I call “digital historicism” – the videogame Call of Duty: World at War (Activision, 2008) and the database narrative Tracing the Decay of Fiction: Encounters with a Film by Pat O’Neill (Pat O’Neill, Rosemary Comella, and Kristy H.A. Kang, 2002) – and their respective historiographic effects. I argue that the appropriations of indexical archival footage in each of these two digital media works produce in the user a phenomenological experience of the documentary “real,” but at the same time shape and limit the meanings that may be attributed to this footage. Indeed, I suggest that Call of Duty, while at the cutting edge of game design, imports and reinforces a conservative and even reactionary historiographic model into the emergent genre of digital history. Moreover, I argue that although Tracing the Decay of Fiction offers a less teleological and more open-ended encounter with the historical past, it is precisely its lack of a singular narrative that may ultimately (and paradoxically) undermine the user’s sense of historiographic agency as she is confronted with the unruly indexical traces of the past.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":" 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120826753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}