Eludamos: Journal for Computer Game Culture最新文献

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Types and Bytes. Ludic Seriality and Digital Typography 类型和字节。滑稽的序列和数字排版
Eludamos: Journal for Computer Game Culture Pub Date : 2014-12-12 DOI: 10.7557/23.6159
Lisa Gotto
{"title":"Types and Bytes. Ludic Seriality and Digital Typography","authors":"Lisa Gotto","doi":"10.7557/23.6159","DOIUrl":"https://doi.org/10.7557/23.6159","url":null,"abstract":"Ever since the invention of movable letters and the introduction of the typewriter, technical writing tools have been considered as a means of serialization and standardization, characterized by a linear way of ordering things and thoughts. More importantly, as a cultural technique they fostered and furthered a sharp distinction between print and image. While the advent of the comic book in the industrial age was already instrumental in blurring the line between textual and visual practices, digital games now restructure this terrain to expand it through their own specific potential.This essay concentrates on the interrelation of text and icon in videogames. The first section focuses on the medial quality of writing and textuality as a formal system, the second discusses the dimension of the image as an iconic extension of the textual format, and the third brings together both lines of thought to debate the operational efficiency of digital games as a way of constituting new forms of ludic literacy. ","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"205 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116389662","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}
引用次数: 2
Seriality's Ludic Promise: Film Serials and the Pre-History of Digital Gaming 系列游戏的搞笑承诺:电影系列和数字游戏的前史
Eludamos: Journal for Computer Game Culture Pub Date : 2014-12-12 DOI: 10.7557/23.6158
S. Higgins
{"title":"Seriality's Ludic Promise: Film Serials and the Pre-History of Digital Gaming","authors":"S. Higgins","doi":"10.7557/23.6158","DOIUrl":"https://doi.org/10.7557/23.6158","url":null,"abstract":"This essay explores the American Sound Serial film as part of a continuum to which digital gaming may also belong. By drawing on concepts derived from the study of video games, this study broadens our understanding of youth-oriented films produced in Hollywood from the 1930s to the mid 1950s. In turn, this  provides a new vantage on continuities between old and new serial forms, and sheds light on digital gaming’s pre-history.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114956576","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}
引用次数: 2
“Tap, tap, flap, flap.” Ludic Seriality, Digitality, and the Finger “拍打,拍打,拍打。”滑稽的序列性、数字化和手指
Eludamos: Journal for Computer Game Culture Pub Date : 2014-12-12 DOI: 10.7557/23.6154
Till A. Heilmann
{"title":"“Tap, tap, flap, flap.” Ludic Seriality, Digitality, and the Finger","authors":"Till A. Heilmann","doi":"10.7557/23.6154","DOIUrl":"https://doi.org/10.7557/23.6154","url":null,"abstract":"This article tries to answer the question, “What is ‘digital’ about digital media?” Building on the concept of ludic seriality as proposed by Shane Denson and Andreas Jahn-Sudmann and taking as an example the popular mobile Game Flappy Bird, it discusses the serial character of gameplay, in particular the intra-ludic serialization of in-game and operator actions. The article argues that the principle of digitality relates to the fingers of the human hand and the corresponding cultural techniques, from the ancient art of finger-counting which brought forth the abstract number concept to our current every day use of buttons and keys to operate digital devices.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132698097","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}
引用次数: 12
Digital Seriality: On the Serial Aesthetics and Practice of Digital Games 数字串行性:论数字游戏的串行美学与实践
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-23 DOI: 10.7557/23.6145
Shane Denson, Andreas Jahn-Sudmann
{"title":"Digital Seriality: On the Serial Aesthetics and Practice of Digital Games","authors":"Shane Denson, Andreas Jahn-Sudmann","doi":"10.7557/23.6145","DOIUrl":"https://doi.org/10.7557/23.6145","url":null,"abstract":"In this paper we are concerned to outline a set of perspectives, methods, and theories with which to approach the seriality of digital games and game cultures – i.e. the aesthetic forms and cultural practices of game-related serialization, which we see unfolding against (and, in fact, as a privileged mediator of) the broader background of medial and socio-cultural transformations taking place in the wake of popular media culture’s digitalization. Seriality, we contend, is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of “levels” or “worlds”) as well as on the level of transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Particularly with respect to processes of temporal “collapse” or “synchronization” that, in the current age of digitization and media convergence, are challenging the temporal dimensions and developmental logics of pre-digital seriality (e.g. because once successively appearing series installments are increasingly available now for immediate, repeated, and non-linear consumption), computer games are eminently suited for an exemplary investigation of a specifically digital type of seriality. In the following, we look at serialization processes in digital games and game series and seek to understand how they relate to digital-era transformations of temporally-serially structured experiences and identifications on the part of historically situated actors. These transformations range from the microtemporal scale of individual players’ encounters with algorithmic computation processes (the speed of which escapes direct human perception and is measurable only by technological means) all the way up to the macrotemporal (more properly “historical”) level of collective brokerings of political, cultural, and social identities in the digital age. To account for this multi-layered complexity, we argue for a decidedly interdisciplinary approach, combining media-aesthetic and media-philosophical perspectives with the resources of discourse analysis and cultural history. We approach the seriality of digital games both in terms of textual and aesthetic forms as well as in the broader context of serialized game cultures and popular culture at large.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"4 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132655025","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}
引用次数: 27
Review of Legend of Zelda: Hyrule Historia 回顾塞尔达传说:海拉尔历史
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-20 DOI: 10.7557/23.6151
J. Bennett
{"title":"Review of Legend of Zelda: Hyrule Historia","authors":"J. Bennett","doi":"10.7557/23.6151","DOIUrl":"https://doi.org/10.7557/23.6151","url":null,"abstract":"Review of Legend of Zelda: Hyrule Historia","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126710898","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}
引用次数: 0
Making Sense of Play in Video Games: Ludus, Paidia, and Possibility Spaces 阐述电子游戏中玩法的意义:游戏场景、Paidia和可能性空间
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-16 DOI: 10.7557/23.6148
Graham H. Jensen
{"title":"Making Sense of Play in Video Games: Ludus, Paidia, and Possibility Spaces","authors":"Graham H. Jensen","doi":"10.7557/23.6148","DOIUrl":"https://doi.org/10.7557/23.6148","url":null,"abstract":"This article synthesizes the work of video game theorists such as Gonzalo Frasca (2003), Katie Salen and Eric Zimmerman (2003), Ian Bogost (2008), and Steven E. Jones (2008) in order to build on academic and interdisciplinary discussions of play and its effect on PC- or console-based video games.  Examples are used to elucidate the potentially problematic categories of “paidic” and “ludic” games, as well as to explore further the ways in which uninhibited play, “metagaming,” and the inevitable influence of socio-cultural factors gradually transform—and become codified within—the landscape of digital games. Finally, the article offers Mikhail Bakhtin’s notions of opposing “centripetal” and “centrifugal” forces as analytical tools according to which the connections between in-game activities and out-of-game social and cultural contexts can be usefully examined by future critics.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126887687","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}
引用次数: 25
On the Validity of Metacritic in Assessing Game Value 论Metacritic评价游戏价值的有效性
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-16 DOI: 10.7557/23.6150
A. Greenwood-Ericksen, Scott R. Poorman, Roy Papp
{"title":"On the Validity of Metacritic in Assessing Game Value","authors":"A. Greenwood-Ericksen, Scott R. Poorman, Roy Papp","doi":"10.7557/23.6150","DOIUrl":"https://doi.org/10.7557/23.6150","url":null,"abstract":"The website Metacritic, which aggregates published reviews of various entertainment media into single “metascores,” has in recent years become highly influential in the area of video games, both with respect to consumers and industry members. This has resulted in an increase both in the attention paid to Metacritic and the level of criticism leveled at the institution. The present work examines the scientific validity of Metacritic as a measure of game quality and value, from both a qualitative and a quantitative perspective. Evidence for a strong correlational link between game sales and Metacritic metascores is presented, along with a detailed analysis of a number of threats to validity identified in the metascore production process. The present work concludes that while Metacritic suffers from a number of serious threats to validity, it remains an important tool for the industry if used correctly.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133814270","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}
引用次数: 13
Analysing God of War: A Hero’s Journey 分析《战神:英雄之旅
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-16 DOI: 10.7557/23.6149
R. Cassar
{"title":"Analysing God of War: A Hero’s Journey","authors":"R. Cassar","doi":"10.7557/23.6149","DOIUrl":"https://doi.org/10.7557/23.6149","url":null,"abstract":"This paper is the result of an attempt to carry out a close reading ofthe videogames series God of War (GOW). The purpose of thisstudy was to scrutinise the structure of the plot in such as way asto better understand how game developers use this medium todeliver stories. The tool used to undertake this task was JosephCampbell’s monomyth (Hero’s journey) as adapted by ChristopherVogler in his ‘Writer’s Journey’. The analysis was mostlyconcerned with the type of narrative components and structurespresent in the game/s. The researcher position in this study is thesame one used by Carr (2002); that is from the perspective of an‘academic fan’. Ultimately this work’s ontology was inductivelydeveloped from data collected from different sources; including fieldnotes of personal gaming sessions and documents associated withthe game such as game manuals, reviews, articles and otherrelated content.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127567736","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}
引用次数: 0
The gendered identity of women in the games industry 游戏产业中女性的性别身份
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-16 DOI: 10.7557/23.6147
J. Prescott, J. Bogg
{"title":"The gendered identity of women in the games industry","authors":"J. Prescott, J. Bogg","doi":"10.7557/23.6147","DOIUrl":"https://doi.org/10.7557/23.6147","url":null,"abstract":"<jats:p />","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116215962","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}
引用次数: 11
Played and Designed Sociality in a Massive Multiplayer Online Game 在一款大型多人在线游戏中体验和设计社交性
Eludamos: Journal for Computer Game Culture Pub Date : 2013-12-16 DOI: 10.7557/23.6146
L. Eklund, Magnus Johansson
{"title":"Played and Designed Sociality in a Massive Multiplayer Online Game","authors":"L. Eklund, Magnus Johansson","doi":"10.7557/23.6146","DOIUrl":"https://doi.org/10.7557/23.6146","url":null,"abstract":"This empirical study focuses on online collaboration and social interaction in temporary group formations. A case study of a massive multiplayer online game World of Warcraft explores these issues. Within this context little attention has been paid to temporary collaboration groups. The phenomenon is analyzed using interaction data complemented with interview data, forum data and consideration of game design. We found two main types of interaction, sociable and instrumental, but investment in the social situation was exceedingly little. We conclude that the low levels of social interaction observed are the result of a game design that makes the cost of social play high and restricts the available space for players to act within the designed architecture of the game, thus limiting the possibilities for played sociality. The connection between designed and played sociality is crucial for understanding online collaboration as it shapes online social worlds and therefore users’ experiences within this social context.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115792875","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}
引用次数: 26
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