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Raph's Website

Raph's Website
Related:  Game Studies (anglophonie)

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'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. It might appear plain or even boring today, but MUD is significant as one of the first online games - it has been around for 30+ years. Summary of Bartle's player types. Bartle calls it a bandwagon.

DiGRA | Digital Games Research Association Game-Studies.fr - Game Studies à la française Game-Studies.fr 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. Should you have any questions about our Division's interests and opportunities, please do not hesitate to reach out to one of our Division officers - each of which is more than happy to respond to your questions via the e-mail addresses provided on that page. As the 2015 ICA Puerto Rico conference has passed, the Division is not actively accepting paper or panel proposals. Join us! Recent News

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). 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

Flow Theory Flow theory was proposed by Mihalyi Csikszentmihalyi to describe the experiences of intrinsically motivated people, those who were engaged in an activity chosen for its own sake (Csikszentmihalyi, 1975, 1997). Such activities were viewed as worth doing just for the sake of doing them rather than as means to another end. While other research on intrinsic motivation focused on behavioral outcomes, Csikszentmihalyi attempted to describe the quality of subjective experience, or how intrinsic motivation felt. Further, he sought to explain the characteristics of activities that people were intrinsically motivated to pursue, and why such activities were rewarding. Under certain conditions, people's experiences are optimal. The experience of flow is possible under certain circumstances: when individuals find the activities challenging and also believe they have the skills to accomplish them. The idea of optimal challenge is not new to the field of education. Csikszentmihalyi, M. (1975).

The Ludologist | Jesper Juul These are some comments from my keynote at Rutger’s Extending Play conference in 2016, co-presenting with Shaka McGlotten. Hasn’t our sense of play suddenly become quite dark? There is a change in our primary conceptions of playing, and game-playing. In Brian Sutton-Smith’s Ambiguity of play, he lists 7 common rhetorics of play, meaning 7 common ways in which play is framed. When the field of game studies began, we probably used four quite positive rhetorics of play: Rhetoric of play as progress.Rhetoric of play as fate.Rhetoric of play as power.Rhetoric of play as identity.Rhetoric of play as the imaginary.Rhetoric of the self.Rhetoric of play as frivolous. This is not surprising. We emphasized learning (play as progress), playing with identity, we emphasized the positive creations of the imaginary, and we emphasized the me-time of playing (the self). But now it seems we are in a darker place. We no longer talk about smart mobs, just mobs.

Confessions of an Aca-Fan — Henry Jenkins Ludology.org (Gonzalo Frasca) Persuasive Games | Ian Bogost A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Bogost calls this new form “procedural rhetoric,” a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Contents PrefaceProcedural Rhetoric Politics Political ProcessesIdeological FramesHistory and Democracy Advertising Advertising LogicLicensing and Product PlacementAdvergames Learning Procedural LiteracyValues and AspirationsExercisePurposes of PersuasionNotesReferencesIndex Endorsements “Videogames lack the cultural stature of ‘legitimate’ art forms because they are widely perceived to be trivial and meaningless.

L’histoire des jeux vidéo : sexe, drogue et armes à feu Olivier Mauco, docteur en science politique, s’attaque dans cet ouvrage aux questions politiques et morales qui font souvent l'objet de controverses dans l’industrie du jeu vidéo. Sa position de consultant et de game designer, mais également de joueur, lui confère une place de choix pour traiter de ces problématiques : l’auteur, à la manière des « aca-fans » est impliqué et distancié dans sa recherche. Cette analyse diachronique et évolutive de l’histoire politique des jeux vidéo en France se place du côté des industries créatives, des récepteurs, mais également des médias (généralistes et spécialisés). Ce triple terrain permet de confronter les points de vue et de dessiner les contours de mise en place de régulations, et des enjeux sous-jacents qui ne sont pas toujours dans l’intérêt des joueurs. Dès l’apparition et la commercialisation des premiers jeux vidéo et des consoles de salon, la publicité a joué un rôle dans la perception par le grand public de ces produits de divertissement.

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