Miguel Aguilo Valentin, B. Clark, K. Johnson, J. Robbins, Ryan Viertel
{"title":"Optimization-based design for additive manufacturing.","authors":"Miguel Aguilo Valentin, B. Clark, K. Johnson, J. Robbins, Ryan Viertel","doi":"10.2172/1870271","DOIUrl":"https://doi.org/10.2172/1870271","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"64 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89330267","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}
K. Klise, David Hart, Joseph Hogge, D. Villa, T. Haxton
{"title":"Recent updates to the Water Network Tool for Resilience software.","authors":"K. Klise, David Hart, Joseph Hogge, D. Villa, T. Haxton","doi":"10.2172/1863185","DOIUrl":"https://doi.org/10.2172/1863185","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"62 11","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72367760","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":"Dans la peau des gamers: Anthropologie d’une guilde de World of Warcraft (Inside the Gamers: Anthropology of a Guild of World of Warcraft), Olivier Servais (2020)","authors":"Stanley Y. Kollasch","doi":"10.1386/jgvw_00032_5","DOIUrl":"https://doi.org/10.1386/jgvw_00032_5","url":null,"abstract":"Review of: Dans la peau des gamers: Anthropologie d’une guilde de World of Warcraft (Inside the Gamers: Anthropology of a Guild of World of Warcraft), Olivier Servais (2020)Paris: Karthala, 344 pp.,ISBN 978-2-81112-630-8, p/bk, €25.00","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47306462","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":"Running scared: Fear and space in Amnesia: The Dark Descent","authors":"Charles Lee","doi":"10.1386/jgvw_00030_1","DOIUrl":"https://doi.org/10.1386/jgvw_00030_1","url":null,"abstract":"Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse\u0000 players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will\u0000 walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative\u0000 feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41878161","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":"Intra-acting bio-object: A posthuman approach to the player‐game relation","authors":"Justyna Janik","doi":"10.1386/jgvw_00026_1","DOIUrl":"https://doi.org/10.1386/jgvw_00026_1","url":null,"abstract":"The main aim of this article is to explore how posthuman values and premises can change the approach to video game research, in terms of reframing the relation between game and player as a meaning-making process. The idea of the bio-object, which originated in Tadeusz Kantor’s\u0000 avant-garde theatre, is introduced and reread in the context of the critical posthumanism and new materialism of Karen Barad, especially her concept of intra-action. By meshing together Kantor’s and Barad’s ideas, a framework is developed for conceptualizing the bond between the\u0000 player and the video game object, pointing out how their constant rivalry is not only resolved in meaning-generative tension, but also intra-actively shapes their ontic borders. The game and the player become equal in this new unity, and the video game object stops being perceived as a secondary\u0000 to the player and can be analysed as the equal partner in this relation.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"1 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41761747","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":"Mechanisms of identification and social differentiation in player‐avatar relations","authors":"N. Bowman, J. Banks, Edward Downs","doi":"10.1386/jgvw_00028_1","DOIUrl":"https://doi.org/10.1386/jgvw_00028_1","url":null,"abstract":"The connection between player and avatar is central to digital gaming, with identification assumed to be core to this connection. Often, scholarship engages single dimensions of identification, yet emerging perspectives reveal that identification is polythetic (PID) ‐ comprising\u0000 at least six sufficient (but not necessary) mechanisms. The current study investigates the intersections of polythetic identification mechanisms and two different approaches to player‐avatar sociality (as a marker of differentiation): general types of player‐avatar relationships\u0000 (PARs) and discrete dimensions of player‐avatar interaction (PAX). Secondary analysis of an existing dataset of gamers revealed two main findings: (1) players reported overall diminished identification when they engaged in non-social relations with their avatar, and (2) increased liking\u0000 and perspective-taking were most likely with human-like social relations, which require differentiation from rather than identification as the avatar. These findings are interpreted to suggest that player‐avatar identification and differentiation are conceptually independent relational\u0000 phenomena that are experientially convergent ‐ some relational orientations and dynamics are associated with distinct combinations of identification mechanisms.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45908198","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":"La mode rétro: French mystery games ‐ Between nostalgia and historical revisionism (1986‐91)","authors":"Filip Jankowski","doi":"10.1386/jgvw_00027_1","DOIUrl":"https://doi.org/10.1386/jgvw_00027_1","url":null,"abstract":"This article examines how games set in the past reflect contemporary social and political events without overtly communicating messages. Using a simplified version of Astrid Ensslin’s methodological toolkit, the author studies four critically acclaimed retrospective mystery games\u0000 produced in France within the 1986‐91 period. The research results allow one to externalize a trend marked by ambiguous meanings called La mode rétro, namely a nostalgic re-creation of the past and a simultaneous coming-to-terms with France’s history. The author\u0000 contextualizes the games examined here in terms of their references to a problematic past ‐ the nation’s wartime stance towards Nazi Germany, and colonialism ‐ and contemporaneous events such as the emergence of the National Front in France. The titles examined here demonstrate\u0000 how discursively ambiguous computer games are as cultural texts.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48125570","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":"The work of watching Twitch: Audience labour in livestreaming and esports","authors":"M. Carter, Ben Egliston","doi":"10.1386/jgvw_00025_1","DOIUrl":"https://doi.org/10.1386/jgvw_00025_1","url":null,"abstract":"This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch.tv. Drawing on theories of audience labour, we explore what audience interactivity on Twitch might mean within the context of the contemporary digital economy. Specifically,\u0000 and inspired by a range of existing work in media and cultural studies research on audiences, we argue that interactive audience practices on Twitch can be read as a site of ‘audience work’. Our contention is that the various kinds of interactive, audience practices on Twitch generate\u0000 considerable economic value for the platform and its broadcasters. In the context of growing academic interest in livestreaming platforms like Twitch, this article contributes a new perspective towards the role that the interactivity of Twitch plays in creating commodified and commercially\u0000 desirable experiences via the labour of audience activity.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48819902","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 with the Kitchen Table: Using persuasive games to promote empathy for persons with anaphylactic food allergies","authors":"R. Clement","doi":"10.1386/jgvw_00029_1","DOIUrl":"https://doi.org/10.1386/jgvw_00029_1","url":null,"abstract":"This article focuses on the design and preliminary experimentation of a tabletop game called Kitchen Table, created to encourage more empathy towards people with severe anaphylactic food allergies. To measure the effectiveness of this game, the study ‘Use of persuasive\u0000 games to promote empathy for persons with food allergies’ was conducted at the University of Waterloo in collaboration with the Games Institute and Department of Geography and Environmental Management's Genetics, Environment and Therapies: Food Allergy Clinical Tolerance Studies (GET-FACTS)\u0000 project. This study involved volunteers completing a Likert scale-based pre-playtest questionnaire, playing the game, and then completing a post-playtest questionnaire identical to the original. Their pre-playtest and post-playtest responses were compared to measure the degree to which attitudes\u0000 changed as a result of playing the game. In the end, the game was demonstrated to encourage more empathy towards people with severe anaphylaxis through the production of emergent narrative from the interaction between the players, the game mechanics and the participatory community experience.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44741076","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}