|
|
New entry in Digiplay games research bibliography:
A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.
New entry in Digiplay games research bibliography:
This article considers the role of 'active' video games -- specifically the Nintendo 'Wii' -- as technologies that foster control over corporeality. New media scholars have examined the politics of embodiment and hybridity as they relate to video games, yet have paid limited attention to the ways in which new gaming technologies might contribute to contemporary systems of 'government', or what Foucault calls the 'conduct of conduct'. Borrowing from influential social theorists, the article argues that, by undergoing what Latour labels 'translation' (by merging with the body), the Wii invokes and reinscribes governmental and post-disciplinary rationalities. The analysis concludes by contending that the Wii might be a particularly influential innovation in risk-based post-disciplinary societies: rather than connecting 'at-risk' subjects to human experts, the Wii functions as an active and autonomous quasi-object risk expert, able to diagnose 'problematic'tendencies and prescribe basic behavioural remedies.
New entry in Digiplay games research bibliography:
This article situates the general aggression model within the social structure of gameplay. Testing a mediated model of play, group gaming is examined in order to demonstrate how certain gameplay situations can promote hostile expectation bias or the tendency to predict how others would think, feel and act aggressively during social conflict. Demonstrating the casual structure inherent within complex gameplay, this study presents a needed step forward in the gaming literature. The mediated model presented departs from the typically examined direct effect model. Further, completing the model, this study suggests that when state hostility is heightened, hostile expectation bias increases.
New entry in Digiplay games research bibliography:
This article proposes an empirical test of whether aggregate economic behavior maps from the real to the virtual. Transaction data from a large commercial virtual world -- the first such data set provided to outside researchers -- is used to calculate metrics for production, consumption and money supply based on real-world definitions. Movements in these metrics over time were examined for consistency with common theories of macroeconomic change. The results indicated that virtual economic behavior follows real-world patterns. Moreover, a natural experiment occurred, in that a new version of the virtual world with the same rules came online during the study. The new world's macroeconomic aggregates quickly grew to be nearly exact replicas of those of the existing worlds, suggesting that `Code is Law': macroeconomic outcomes in a virtual world may be explained largely by design structure.
New entry in Digiplay games research bibliography:
The phenomenon of consumer co-creation is often framed in terms of whether either economic market forces or socio-cultural non-market forces ultimately dominate. We propose an alternate model of consumer co-creation in terms of co-evolution between markets and non-markets. Our model is based on a recent ethnographic study of a massively multiplayer online game through its development, release and ultimate failure, and is cast in terms of two explanatory models: multiple games and social network markets. We conclude that consumer co-creation is indeed complex, but in ways that relate to both emergent market expectations and the evolution of markets, not to the transcendence of markets.
New entry in Digiplay games research bibliography:
This article presents a conceptual analysis of simulation game adoption and use across university faculty. The metaphor of epidemiology is used to characterize the diffusion of simulation games for teaching and learning. A simple stock-flow diagram is presented to illustrate this dynamic. Future scenarios for simulation game adoption are presented, based on alternative diffusion behaviors. University strategies for increasing simulation game use are explored. It is concluded that while creating endemic use of simulation games by faculty is unlikely, we can employ measures that will significantly expand the stock of faculty acting as simulation game instructors.
New entry in Digiplay games research bibliography:
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify nonstereotypical engagements by girls and women. Second is the persistent attempt to identify sex-specific "patterns" of play and play preferences "characteristic" of girls and women mainly to support and promote these in the name of "gender equity," whether in women's involvement in the game industry as designers, in the development and marketing of "games for girls," or the access and uses of digital games for education, training, and entertainment. Third, it is found that "gender" is an issue in research studies only long enough to dismiss it as a significant variable, which in turn makes any deeper critical interrogation unproductive.
New entry in Digiplay games research bibliography:
The philosophical literature on simulations has increased dramatically during the past 40 years. Many of its main topics are epistemological. For example, philosophers consider how the results of simulations help explain natural phenomena. This essay's review treats mainly simulations in the social sciences. It considers the nature of simulations, the varieties of simulation, and uses of simulations for representation, prediction, explanation, and policy decisions. Being oriented toward philosophy of science, it compares simulations to models and experiments and considers whether simulations raise new methodological issues.The essay concludes that several features of simulations set them apart from models and experiments and make them novel scientific tools, whose powers and limits are not yet well understood.
New entry in Digiplay games research bibliography:
Intercultural simulations are instructional activities that engage and challenge participants with experiences integral to encounters between people of more than one cultural group. Simulations designed specifically to support intercultural encounters have been in use since the 1970s. This article examines the conceptual bases for intercultural simulation games, their history, contexts in which they are being or have been used, their efficacy, and the current situation for intercultural simulation games. The article concludes with a look at future directions, which will rely on technological advances and the creative work of promising young interculturalists.
New entry in Digiplay games research bibliography:
This paper describes the results of an analysis of persistent non-player characters (PNPCs) in the first-person gaming genre 1998-2007. Assessing the role, function, gameplay significance and representational characteristics of these critical important gameplay objects from over 34 major releases provides an important set of baseline data within which to situate further research. This kind of extensive, genre-wide analysis is under-represented in game studies, yet it represents a hugely important process in forming clear and robust illustrations of the medium to support understanding. Thus, I offer a fragment of this illustration, demonstrating that many of the cultural and diegetic qualities of PNPCs are a product of a self-assembling set of archetypes formed from gameplay requirements.
|