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Welcome to DiGRA — Digital Games Research Association (DiGRA)

Welcome to DiGRA — Digital Games Research Association (DiGRA)
Related:  Game Studies (anglophonie)

Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue by Geoffrey M. In this dialogue, performed at a conference, the presenters test the claim that “games can be educational”. What is Love? by Olli Tapio Leino

Gamasutra - The Art & Business of Making Games Game-Studies.fr - Game Studies à la française Game-Studies.fr Game Research - The art, business, and science of video games » Home The Entertainment Software Association - Home Page Game Studies - Home Welcome to the official site of the ICA Game Studies Division (GSD)! The study of games and the game experience offers opportunities for the study of human communication that involve multidisciplinary approaches that merge the disciplines of conventional communication studies and research, arts and visual design, cognitive studies, computer sciences, cultural studies, engineering social sciences, health sciences, and information design. Although the common ground for the Game Studies Division is digital and video games, the group encompasses a broad range of inquiry topics and methods. The group serves as fertile meeting ground for the exchange of ideas among a very broad spectrum of disciplines and hosts a number of activities at ICA's annual conference. As the 2015 ICA Puerto Rico conference has passed, the Division is not actively accepting paper or panel proposals. Join us! Recent News Call For Papers - Game Studies Special Issue: “WAR/GAME”

Clues for a General Game Design Methodology Nowadays, there is a big tendency to make configurable games. Games are increasly modular and extendable in order to stretch out the lifespan of the game itself (remember for how long people still played Doom or Quake?). Some examples are on First Person Shooters (Quake II, Unreal, Half-Life, ...), Wargames (Myth II, WarCraft 2, StarCraft, ...), MUDs (LPMUDs, ...) and even Board Games (Zillions of Games). So, in recent years, games are shipped with editors that customize a lot of stuff. The LPC language customizes an entire environment for a MUD. UnrealScript is the scripting language of Unreal, with it, it's possible to modify and extend Unreal to a very high degree. "To achieve goals and themes." I think the main point is to give you some ideas! Second, I want to start a fruitful discussion on how should a script language be used for Game or System Design.

Video Games Industry Market Research - npd.com Video Games Products Retail Tracking Monitor retail sales of PC games and video games hardware, software, and accessories in the US and Canada. Consumer Tracking Understand who is buying video games and PC games, and how, why, and where they shop. U.S. For an eagle-eye view of the market, this service covers the entire U.S. games industry at the category level. GamePulse Adopted by most of the top video game companies around the world, GamePulse delivers the most accurate and up-to-date gaming industry information and business intelligence on the market. Games Consumer Insights Reports Track awareness, usage, and experiences with established and emerging gaming trends. Video Game and PC Game Subscriptions Reports Look to these quarterly reports for indispensable information about the market for paid online subscriptions to MMO/PC games, casual gaming websites, and video game console services (Xbox Live Gold). Checkout Tracking℠ Reports PC and Video Games — DLC and Microtransactions Purchasing

Game Studies 2015 Self-Reflexivity and Humor in Adventure Games by Krista Bonello Rutter Giappone This article focuses on the “adventure game” genre, its metafictional humor, and tendency towards self-parody in both its formative stage and its more recent ensuing nostalgic turn, with particular reference to Zork (Infocom, 1980), LucasArts’ Monkey Island games (1990-2000), and Telltale’s parodic-nostalgic “Reality 2.0” (Sam and Max, 2007). [more] The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online's eSport by Marcus Carter, Martin Gibbs, Michael Arnold Informal rules are fundamental to multiplayer game play. Me and Lee: Identification and the Play of Attraction in The Walking Dead by Nicholas Taylor, Chris Kampe, Kristina Bell This micro-ethnographic account of gameplay in The Walking Dead examines the shifting nature of players’ relationship with Lee Everett, the game’s protagonist. No Mastery Without Mystery: Dark Souls and the Ludic Sublime by Daniel Vella Book Reviews Call for Papers

GamesIndustry International Raph's Website CGSociety: Welcome to The Computer Graphics Society Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players. It was one of the first online persistent worlds created, and you can still grab a MUD client today, connect to a server and play. It's a simplified version of pen and paper role-playing games in that the player has to imagine the world according to the information the Game Master (the server and the writer of the game, in this case) provides. Summary of Bartle's player types. Bartle calls it a bandwagon.

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