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Carly Kocurek and I originally wrote this chapter after #1reasonwhy to interrogate the game industry's resistance to women in the workforce. We look to the discursive practices around women as consumers, as journalists, and as producers... more
In this interview by Yujia Yao, I talk about the current state of the Japanese gaming industry within its cultural and economic context. Interview questions include topics such as: the general decline of the Japanese game industry in... more
The paper explores the recent growth in critical gameplay, an application of critical design to the production of computer games. This paper outlines play pedagogy and game rhetoric, relating critical design practices to the creation of... more
With the ever-increasing number of applications for mobile phones, we are more and more likely to be confronted with a problem of a separation from our environment when looking at our screen. It can be easily illustrated with a mobile... more
With hundreds of new games being released every week, designers rely on existing knowledge to design control schemes for their products. However, in the case of games with new game mechanics, designers struggle to implement new button... more
The National Collegiate Athletic Association (NCAA) is considering the adoption of e-sports (i.e., organised competitive video gaming), which could be considered a radical innovation as it deviates in many areas from traditional sports... more
This paper focuses on the analysis of audiovisual materials according to the media circulation model of eSports-related content. Its aim is to assess the process of strengthening the commercial potential of formalized eSports enterprises... more
Link is thrust into his destiny of having to defeat evil by collecting items and tools throughout Hyrule, proving himself a hero and eventually leading to a showdown with a villain. However, his journey is not as simple as defeating evil... more
As a yet small academic field, historical video game studies are in a crucial and interesting moment of development. The most recent contributions, looking at the re-validation of historical themed video games as proper historical... more
Abstract: This article discusses the processes involved in the construction of group membership and cohesion in a semiprofessional team of esports in the city of Belém, the capital of the state of Pará, in the Brazilian Amazonian... more
This essay works toward a definition of the media franchise and uses the Alien franchise (1979-Present) to consider how digital technologies have influenced a shift in franchise management from multimedia to transmedia. The Alien... more
As a nature parable, THE LEGEND OF ZELDA: BREATH OF THE WILD involves players in a dreamlike gameworld in which their unconscious desires for an ecological sustainable Utopia and a romantic imagery of nature are evoked, exposed to... more
Book Review of Colin Milburn's book "Mondo Nano: Fun and Games in the World of Digital Matter"
This paper broaches the issue of exploration as a virtual fictional strategy and critical agent to immerse players in vast open world games. Complex networks of places, quests and spatial arrangements are built for simulating a freely... more
New Forms and Interactions is a collection of eleven articles highlighting the controversial relation between the two traditionally opposed realms. By determining the forms, conditions and consequences of interaction between fiction and... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
The contemporary video game market is more and more crowded with titles that are expanded by digital contents that can be downloaded for free or payment: from annexing additional costumes to the characters, to implementing large portions... more
Figuren sind ein zentrales Attraktionsmoment aktueller Computerspiele, doch ihre medienwissenschaftliche Erforschung ist bislang nur in Ansätzen erfolgt. Diese Arbeit schließt diese Forschungslücke, indem sie allgemeine... more
本研究では、歴史的観点をもって、スペインのゲーム産業の現状を考察する。スペインのゲーム産業の統 計を持ち、他国のゲーム産業に比較し、スペインのゲーム産業の特徴などを明確にする。さらに本研究では、成功 したスペインの大手ゲーム会社のケースを分析する目的もある。
"Lo que diferencia al videojuego de otros medios audiovisuales para la divulgación científica reside en su capacidad de transmitir conocimiento sobre sistemas complejos a... more
Adapting Bernard Suits' account of game-play, we can show that, in games, competition can be converted into cooperation. Suits says that to play a game is to voluntarily take up unnecessary obstacles for the sake of overcoming them. Thus,... more
This paper addresses the lack of solid historical information concerning early computer game sales and preferences. Two consistent data series from the magazines Softalk and Computer Gaming World (CGW) are analyzed to give an overview of... more
The multiplatform Ni no Kuni (Bandai Namco, 2010/2013) represents anime studio Studio Ghibli's first dedicated video game project. Although Japanese video game company Level-5 developed Ni no Kuni, Ghibli contributed to the story and was... more