New entry in Digiplay games research bibliography:

After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole's statements to lamenting a loss of avatar capital and analyzing the role the changes have on the multiplayer aspects of the game, the rhetoric of welfare'' epics offers unique insights into the importance of balance and scarcity in the normative structures of WoW, how players accept and perpetuate the belief that rewards in online games should be earned,'' and how WoW's system of rewards has been fundamentally altered since the game's launch.

New entry in Digiplay games research bibliography:

Serious games use instructional and video game elements for nonentertainment purposes. Serious games attempt to create instructionally sound and relevant learning experiences for a wide variety of audiences and industries. The author contends that for serious games to be effective, instructional designers and video game designers need to understand how the game characteristics, competition and goals, rules, challenges, choices, and fantasy, used in both edutainment and serious games, can influence motivation and facilitate learning.

New entry in Digiplay games research bibliography:

Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games' potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, that help players make connections between their individual actions and larger social structures, and that link ethical and expedient reasoning. This framework suggests an agenda for game design and research that could illuminate whether and how games can be most fruitfully incorporated into training and education for democratic citizenship and civic leadership.

New entry in Digiplay games research bibliography:

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. Coming of Age in Second Life is the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.

New entry in Digiplay games research bibliography:

New entry in Digiplay games research bibliography:

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

New entry in Digiplay games research bibliography:

In the past few decades, video games have developed from a marginal technological experiment into a mainstream medium. During this period they have gone through several transformations, from arcade machines offering a few minutes of solitary fun for a quarter to monthly subscription-based online MMOs in which thousands of players spend hundreds or even thousands of hours and lead a significant part of their social life as a fantasy character. But what is it that has driven video games? development? Is it technology? Indeed, with every new generation of hardware, game designers were given a broader set of tools for evoking exhilarating experiences. But is not culture at least as important? What would games look like if Tolkien never had written Lord of the Rings, or if Nintendo had not brought Japanese manga drawing styles to the new medium? This book looks at the theoretical challenges and foundations on which to base a cultural shaping approach towards the evolution of video games and proposes a set of concepts for analyzing and describing this process.

New entry in Digiplay games research bibliography:

Whether we think of a board game, an athletic competition in a stadium, a videogame, playful social networking on the World Wide Web, an Alternate Reality Game, a location-based mobile game, or any combination thereof: Ludic activities are, have, and take place in or at, spaces. “Toward a Ludic Architecture” is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying? “Toward a Ludic Architecture” is a must-read for analyzing and designing play and games from an architectural standpoint. Such a contribution is particularly applicable in an era when games extend into physical, designed space that is increasingly permeated by devices, sensors, and information networks, allowing for rules and fictions to superimpose our everyday environments. Including a maze-like, episodic, and critical discussion of interweaving “play-grounds,” “Toward a Ludic Architecture” is a playful look at the conceptual space of play and games.

New entry in Digiplay games research bibliography:

Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children’s use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century. Some of children's online interactions can be categorized as playful in nature; however, play and technology are frequently positioned as oppositional. In this article, I explore the tensions surrounding the relationship between play and technology and relate it to similar discourses concerning the concepts of ‘real’ and ‘virtual’. I then move on to consider the growing popularity of virtual worlds with young children and examine the way in which the worlds have been marketed to children and parents/carers on the basis of their propensity to offer online play in a safe environment. The article provides an overview of two virtual worlds currently targeted at young children and draws on a survey of primary children’s use of virtual worlds in order to identify the nature of play in these environments. One hundred and seventy-five children aged 5—11 completed an online survey and 15 took part in group interviews in which their use of virtual worlds was explored. This article focuses on the data relating to 17 children aged from five to seven years who used virtual worlds. Findings indicate that virtual worlds offered these young children a wide range of opportunities for play and that the types of play in which they engaged relate closely to ‘offline’ play. The implications for early years educators are considered.

New entry in Digiplay games research bibliography:

It is often assumed that the problem with virtual reality' – the concept, its various technological deployments and the apparently oxymoronic phrase itself – has been our understanding, or perhaps misunderstanding, of the virtual. The real problem, however, is not with the virtual; it is with the real itself. This article investigates the undeniably useful but ultimately mistaken and somewhat misguided concept of the real that has been routinely operationalized in investigations of new media technology. The specific point of contact for the examination is the avatar. What is at issue here is not the complicated structures and articulations of avatar identity but the assumed real thing' that is said to be its ultimate cause and referent. In addressing this subject, the article considers three theories of the real, extending from Platonism to the recent innovations of Slavoj Žižek and investigates their effect on our understanding of computer-generated experience and social interaction.

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