Game Stud.Pub Date : 2017-07-01DOI: 10.13016/M2CZ3263T
Aaron Oldenburg
{"title":"Abstracting Evidence: Documentary Process in the Service of Fictional Gameworlds","authors":"Aaron Oldenburg","doi":"10.13016/M2CZ3263T","DOIUrl":"https://doi.org/10.13016/M2CZ3263T","url":null,"abstract":"Documentary filmmaking and the design of videogames have often converged in the form of “docugames”, games that aspire to the form of documentary. This paper looks at a related strategy for creating content and gameplay: that of using documentary processes, such as interviews and on-location evidence collection, for games that involve varying levels of fictionalization. It will discuss abstract approaches to the idea of realism in docugames as well as traditional documentary film. It will also detail an original design project that begins with documentary evidence collection and ends with an impressionistic fictionalized narrative. It will discuss the benefits of this approach, and the seemingly paradoxical creation of a form of realism through fictionalization. Playtesting results of this experiment will be detailed and related paths will be suggested for continued exploration.","PeriodicalId":403211,"journal":{"name":"Game Stud.","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116672495","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}
Game Stud.Pub Date : 2009-12-17DOI: 10.1145/1746050.1746054
M. Hitchens
{"title":"B.J.'s family: a survey of First Person Shooters and their avatars","authors":"M. Hitchens","doi":"10.1145/1746050.1746054","DOIUrl":"https://doi.org/10.1145/1746050.1746054","url":null,"abstract":"The First Person Shooter (FPS) is a popular game form, with examples appearing on many different platforms. Gameplay in the FPS is focused through the avatar, all the player's interaction with the world is mediated by the avatar. While there has been extensive study of the FPS genre, this has tended to focus on particular games, or at best a limited set of examples. In order to provide a wider context for such work this paper surveys 499 separate FPS titles, across a range of platforms. The distribution of releases over platform and time are examined. Given the importance of the avatar, basic characteristics of avatars within the sample are documented, including race, gender and background, and how these vary across platform and time.","PeriodicalId":403211,"journal":{"name":"Game Stud.","volume":"188 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120905294","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}
Game Stud.Pub Date : 1900-01-01DOI: 10.7939/R3NK36J7S
Geoffrey Rockwell, Kevin Kee
{"title":"The Leisure of Serious Games: A Dialogue","authors":"Geoffrey Rockwell, Kevin Kee","doi":"10.7939/R3NK36J7S","DOIUrl":"https://doi.org/10.7939/R3NK36J7S","url":null,"abstract":"This dialogue was performed by Dr. Geoffrey Rockwell and Dr. Kevin Kee1 as a plenary presentation to the 2009 Interacting with Immersive Worlds Conference at Brock University in St. Catharines, Canada. Kevin introduced Geoffrey as a keynote speaker prepared to present on serious games. Instead of following convention, Geoffrey invited Kevin to engage in a dialogue testing the claim that \"games can be educational\". Animated by a spirit of Socratic play, they examined serious gaming in the light of the insights of ancient philosophers including Socrates, Plato and Aesop, twentieth-century theorists such as Ludwig Wittgenstein, Bernard Suits, Johan Huizinga, and Roger Callois, and contemporaries such as Espen Aarseth, Bernard Suits and Mihaly Csikszentmihalyi. Their dialogue touched on topics ranging from definitions of play and games, to existing examples of “serious games”, to divisions between games and simulations, and the historical trajectories of comparable media. Their goal was to provide an introduction to these topics, and provoke discussion among their listeners during the conference that followed. In the end, they agreed that the lines of separation between \"games\" and \"learning\" may not be as clear as sometimes assumed, and that in game design we may find the seeds of serious play.","PeriodicalId":403211,"journal":{"name":"Game Stud.","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126266436","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}