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International Game Designer Lab - Game Atlas: The Archeology of a World not Far-away
Co-presented by Goethe Institut, M+ and co-curated by Yang Jing (Allison), in collaboration with School of Creative Media, City University of Hong Kong. 24-29 October 2022 “Game Atlas: The Archeology of a World not Far-away” aims to communicate ways of using games as a playful media to combine historical story-telling, representation of cultural heritage, community experiences with playful mechanics and virtual world-building. Game designers from Asia and Europe are invited t
GameLab
Oct 24, 20221 min read
ELITE (1984)
Aarseth, E. (2022). ELITE (1984). In Fifty Key Video Games (pp. 88-93). Taylor & Francis. Espen Aarseth https://www.taylorfrancis.com/books/mono/10.4324/9781003199205/fifty-key-video-games-dominic-arsenault-kelly-boudreau-bernard-perron-mark-wolf?_ga=909456671.1709868794&_gl=1*19d1ixj*_gcl_au*MTAzMzAwNjg4NS4xNzExNjEyNTk0*_ga*OTA5NDU2NjcxLj
GameLab
Jul 25, 20221 min read
Five Features in the Search of a Character Theory
Aarseth, E. (2022). Five Features in the Search of a Character Theory. Narrative, 30(2), 284-285. Espen Aarseth This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the
GameLab
May 31, 20221 min read
Characters Without Signifiers
Aarseth, E., & Karhulahti, V. M. (2022). In search of characters without signifiers. Narrative, 30(2), 268-285. Espen Aarseth This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look li
GameLab
May 31, 20221 min read
Game Analysis Reloaded
Jørgensen, I. K. H., & Aarseth, E. (2022). Game analysis reloaded. Game Studies, 22(2). Espen Aarseth The six articles selected for this special issue of Game Studies all reflect the interdisciplinarity of game studies as well as the many different notions of games, and the analytical diversity that comes with it. The starting point of Daneels, Denoo, Vandewalle, Dupont and Malliet’s article is the interdisciplinarity of game studies as a field. They observe that game analysi
GameLab
Apr 30, 20221 min read
Including the experiences of physically disabled players in mainstream guidelines for movement-based games
Mason, L., Gerling, K., Dickinson, P., Holopainen, J., Jacobs, L., & Hicks, K. (2022, April). Including the experiences of physically disabled players in mainstream guidelines for movement-based games. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (pp. 1-15). Jussi Holopainen Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for suc
GameLab
Apr 27, 20221 min read
Challenge
Jussi Holopainen Challenge, understood as any task that requires non-trivial effort from the players, is one of the major components in understanding what games are and how and why people play them. This entry gives a brief overview of how the concept of challenge has evolved in game studies. Key approaches such as game definitions, empirical studies of challenge in player experience research and Juul's paradox of failure are discussed in more detail. https://eolt.org/article
GameLab
Apr 21, 20221 min read
La cultura y el negocio de la producción crossmedia
Aarseth, E. (2022). La cultura y el negocio de la producción crossmedia. Imagofagia, (25). Espen Aarseth The article "Culture and the Business of Crossmedia Production" explores the relationships between media content and crossmedia productions, focusing on films and video games. It highlights that cultural industries are driven by the need to minimize risk and maximize profits through the dissemination of products across different media. Successful examples of crossmedia pro
GameLab
Apr 1, 20221 min read
Editorial
Paweł Frelik, Emmanuel Guardiola, Jussi Holopainen and Roland Klemke. Journal of Gaming & Virtual Worlds, Volume 14, Issue Cyberpunk 2077, Apr 2022, p. 3 - 6 Jussi Holopainen This introduction opens a Special Issue devoted to Cyberpunk 2077 (2020), an open-world, action–adventure roleplaying video game whose release has polarized players and critics alike for a number of reasons ranging from its technically problematic launch to the depth of the in-game world and its politics
GameLab
Apr 1, 20221 min read
Die neoliberale Bedingung von Computerspielen
Möring, S., & Leino, O. T. (2022). Die neoliberale Bedingung von Computerspielen. In Kontrollmaschinen: Zur Dispositivtheorie des Computerspiels (pp. 41-62). LIT Verlag. Olli Leino
GameLab
Jan 1, 20221 min read
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