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Game studies

Game studies
Game studies or gaming theory is a discipline that deals with the critical study of games. More specifically, it focuses on game design, players, and their role in society and culture. Game studies is an inter-disciplinary field with researchers and academics from a multitude of other areas such as computer science, psychology, sociology, anthropology, philosophy, arts and literature, media studies, communication, theology, and more. Like other media disciplines, such as television studies and film studies, game studies often involves textual analysis and audience theory. Game studies tends to employ more diverse methodologies than these other branches, drawing from both social science and humanities approaches. History[edit] Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology. The youth of the field of game studies is also another reason for blurred boundaries between approaches. Social sciences[edit] [edit]

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Fable (video game) - Wikipedia Screenshot of Fable for the PC, showing the Hero fighting a bandit. In the top left of the screen are health and will meters, and in the top right is a map. Available spells are displayed on the bottom edge of the screen. The interplay between games and social media platforms The process of including game thinking and game mechanics to engage audiences and change behaviors and/or solve problems is called gamification. Gamification has gotten a bad rap over the past year or so because some marketers have made it synonymous with the use of points and badges to get players to buy things. However, as noted in a previous post, I’m not a fan of throwing out the baby with the bath water.

Dungeons & Dragons The early success of Dungeons & Dragons led to a proliferation of similar game systems. Despite this competition, D&D remains the market leader in the role-playing game industry.[5] In 1977, the game was split into two branches: the relatively rules-light game system of Dungeons & Dragons and the more structured, rules-heavy game system of Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD).[1][2][6] AD&D 2nd Edition was published in 1989. In 2000, the original line of the game was discontinued and the AD&D version was renamed Dungeons & Dragons with the release of its 3rd edition with a new system. These rules formed the basis of the d20 System which is available under the Open Game License for use by other publishers. Dungeons & Dragons version 3.5 was released in June 2003, with a 4th edition in June 2008.[7][8]

A Dictionary of Video Game Theory Preface This dictionary of video game theory is a companion to my book, Half-Real. With the dictionary, I hope to provide a resource for students, researchers, teachers, and game players looking for terminological clarifications and pointers to further reading. A list of works cited can be found at the bottom of the page. Gamebook - Wikipedia A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential Choose Your Own Adventure series originally published by US company Bantam Books. Gamebooks are an early example of hypertext fiction.[1] Production of new gamebooks in the West decreased dramatically during the nineties as choice based stories have moved away from print based media, although the format may be getting a new lease of life on mobile and ebook platforms. [2] Such digital gamebooks are considered interactive fiction. Description[edit]

Gamification: The promise and the hype Gamification is the process of using game thinking and game mechanics to engage audiences and __________ . Depending on who you talk to, the answer will be: change behaviorssolve problemsget people to buy things This divergence of goals probably reflects the reason why many game designers have NOT jumped on the gamification bandwagon, at least as it’s currently being implemented. For those who view gamification askance, it’s typically because the most well-known implementation of gamification is in marketing, where gamification has become synonymous with pointification and pointification has become associated with the idea of bad game design (Gamification Encyclopedia, 2010). Gamification and the social spectrum

Dear Esther is being turned into a live musical performance - Kill Screen Fans of The Chinese Room will want to keep a slot open in their diaries. The Barbican has teamed up with the studio to put together a live performance of their game Dear Esther (2012) on October 14th. The performance will coincide with the Xbox One and PlayStation 4 re-releases of the game. Dear Esther was part of the birth of a new genre of videogames, the walking simulator/exploration game/look-em-up (delete as applicable.) Writing IF « Emily Short's Interactive Storytelling Picking a language One of the first decisions you’ll need to make before you do serious work on your own piece of interactive fiction is what tools you will use to create it. While you could program IF in a general purpose programming language, most people choose to use a language or design system specially created for writing IF. This reduces the amount of work involved, and it usually produces a more polished, more widely-portable product, as well. Even so, there are quite a few different options, from simple graphical interfaces that allow you to choose functionality from menus to sophisticated and powerful programming languages.

History of Nintendo - Wikipedia The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda cards. Nintendo Co., Ltd. (任天堂株式会社, Nintendō kabushikigaisha?) My Games « Emily Short's Interactive Storytelling Projects listed here are interactive fiction works I created alone or as a lead author. Anglophone Atlantis has been an independent nation since an April day in 1822, when a well-aimed shot from their depluralizing cannon reduced the British colonizing fleet to one ship. Since then, Atlantis has been the world’s greatest center for linguistic manipulation, designing letter inserters, word synthesizers, the diminutive affixer, and a host of other tools for converting one thing to another.

Myst - Wikipedia Not to be confused with mist. The game puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player solves puzzles and travels to other worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. Game mechanics for thinking users « Web Worker's (Freak) Anthropology Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms.

Gamergate: the internet is the toughest game in town – if you’re playing as a woman I haven’t always been the kind of man who plays videogames. I used to be the kind of boy who played videogames. We’re inseparable, games and I. If you cut me, I’d bleed pixels.