{"title":"Ludic guilt, paidian joy: Killing and ecocriticism in the theHunter series","authors":"M. Felczak","doi":"10.1386/jgvw_00013_1","DOIUrl":"https://doi.org/10.1386/jgvw_00013_1","url":null,"abstract":"This article seeks to explore the digital hunting games genre, in particular the theHunter franchise, using the interpretative framework based on Roger Caillois’ concepts of paidia and ludus. It is argued that both of these notions are represented in the gameplay, narrative\u0000 structure and graphical user interface of the analysed titles, effectively working towards reconciliation of the possible ecocritical and hunting-focused readings. The article interprets the theHunter games by juxtaposing the divergent stances towards environmental awareness and hunting\u0000 culture, in the form in which they are communicated both in the games and within the communities of players.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw_00013_1","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47477407","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":"Virtual reality: The expanding children’s market","authors":"Ray J. Gutierrez","doi":"10.1386/jgvw_00016_5","DOIUrl":"https://doi.org/10.1386/jgvw_00016_5","url":null,"abstract":"Review of: Virtual reality: The expanding children’s marketThe impact of VR on, and top VR experiences for, children","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"217-219"},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41468913","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":"Facebook’s social VR: So many virtual worlds, so little time","authors":"Phylis Johnson","doi":"10.1386/jgvw_00015_5","DOIUrl":"https://doi.org/10.1386/jgvw_00015_5","url":null,"abstract":"Review of: Facebook’s social VR: So many virtual worlds, so little timeOculus Connect 6 San Jose, CA, 25‐26 September 2019, Occulus and Facebook","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"213-216"},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45618270","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 ‘gambling turn’ in digital game monetization","authors":"Mark R. Johnson, Tom Brock","doi":"10.1386/jgvw_00011_1","DOIUrl":"https://doi.org/10.1386/jgvw_00011_1","url":null,"abstract":"This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms,\u0000 before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant\u0000 shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate around legal challenges and player demand for further customization\u0000 and rewards. What emerges is a question about the future direction of game development and the impact of a logic of money, rather than play, which now underwrites it.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"1 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw_00011_1","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41885520","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":"Feudal alliances in a hyper-capitalist world: Power and organization in EVE Online","authors":"Oskar Milik, N. Webber","doi":"10.1386/jgvw_00012_1","DOIUrl":"https://doi.org/10.1386/jgvw_00012_1","url":null,"abstract":"EVE Online is a MMOG which has gained notoriety for player organizations boasting thousands of active members. The complexity of these groups presents substantial challenges, and leaders have explored multiple approaches to organization and governance. They often employ structures and language drawn from historical social systems, family, or nationality to create \u0000social order. \u0000 \u0000Here we examine the use of feudalism in EVE: as a structure of power, an indicator of legitimacy, and a mechanism of waging war. We demonstrate that even as leaders incorporate feudal language into their organizations, their application of these concepts is influenced by capitalism and individualism. We argue that the final social and economic system is neither truly feudal nor capitalist, but instead an accommodation between the two, shaped by player knowledge, experience, and in-game needs. We conclude that such systems support legitimate structures of power which encourage player participation and produce more sustainable player organizations.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"165-181"},"PeriodicalIF":0.4,"publicationDate":"2020-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44214942","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":"Dirty footprints and degenerate archives: Tabitha Nikolai’s impure walking sims","authors":"R. Gallagher","doi":"10.1386/jgvw_00007_1","DOIUrl":"https://doi.org/10.1386/jgvw_00007_1","url":null,"abstract":"Tabitha Nikolai’s Shrine Maidens of the Unseelie Court and Ineffable Glossolalia are impure specimens of the walking sim. While these are still first-person games that see players exploring eerily underpopulated environments and archiving textual fragments, they\u0000 are at once more aesthetically reflexive and more referentially dense than many walking sims. Accommodating giant spiders, Weimar sexologists, messageboard trolls and quotations from Roman poetry, Nikolai’s unorthodox spins on the ‘archival adventure’ reflect her interest\u0000 in queer and trans history and her commitment to interrogating discourses of purity, progress and redemption. Reviewing critical discussions of the walking sim alongside queer, trans and decolonial perspectives on archives, identity and subjectification, the article argues that while walking\u0000 sims have often been praised for telling emotionally engaging stories, in Nikolai’s hands the form assumes different function: that of reckoning with history and exploring subjectivity.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"105-122"},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47225973","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":"Unsettling embodied literacy in QWOP the walking simulator","authors":"Doug Stark","doi":"10.1386/jgvw_00004_1","DOIUrl":"https://doi.org/10.1386/jgvw_00004_1","url":null,"abstract":"The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ ‐ their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms\u0000 of video game walking control. The first half discusses how walking simulators inherit and share a ‘grammar of action’ for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position ‐\u0000 one associated with a normative bodymind ‐ in video gameplay via a combination of representations, control procedures and player ‘embodied literacy’ (Keogh). The second half considers QWOP’s alternate grammar of walking simulation and how this precipitates a\u0000 different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"49-67"},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49053050","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":"Performing walking sims: From Dear Esther to Inchcolm Project","authors":"Mona Bozdog, D. Galloway","doi":"10.1386/jgvw_00003_1","DOIUrl":"https://doi.org/10.1386/jgvw_00003_1","url":null,"abstract":"In 2012 The Chinese Room launched Dear Esther, a video game which would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, Dear Esther was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, Dear Rachel, was then experienced alongside the game under the umbrella name Inchcolm Project. This hybrid event multi-media (promenade performance, gameplay, musical performance) and mixed-reality (with physical, augmented and virtual components) required the development and implementation of complex processes of remediation and adaptation. Drawing from theoretical landscape and practitioner reflection, this paper puts forward a design framework – storywalking which reconciled the two adaptation challenges: responding to the site, and to the game.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"23-47"},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43054925","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":"‘Turn back from this cave’: The weirdness of Beginner’s Guide","authors":"Stuart Moulthrop","doi":"10.1386/jgvw_00006_1","DOIUrl":"https://doi.org/10.1386/jgvw_00006_1","url":null,"abstract":"This article pursues a deep dive into various enigmas presented by Davey Wreden's second effort, The Beginner's Guide (2015), moving beyond the vexed question of whether the work can count as a game to the perhaps more interesting subject of how the work intervenes in game culture\u0000 and what it says about the nature of game poetics. The ultimate focus is on the structure of the game, especially in its adoption of a logic of coda, to which the article relates the Derridean notion of supplement.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"91-103"},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47441490","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 Worries of a Patriarchy : Death Stranding, Hideo Kojima (2019)","authors":"M. Kagen","doi":"10.1386/jgvw_00009_5","DOIUrl":"https://doi.org/10.1386/jgvw_00009_5","url":null,"abstract":"Review of: The Worries of a PatriarchyDeath Stranding, Hideo Kojima (2019)Kojima Productions, PlayStation 4, Microsoft Windows","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":"12 1","pages":"132-137"},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46006924","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}