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Agency
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:
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.
New entry in Digiplay games research bibliography:
This article analyzes the quick-response binary combat game genre, suggesting that
so-called "finger-twitch" games, often maligned by academics, are both complex and
significant for cultural studies. While the game structure of binary combat is most often
seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic
and passive attitude to violence, the author argues that games such as Mortal
Kombat, Street Fighter, and Soul Calibur are complex in terms of their construction of
stereotyped identity and in the binary structure of combative play. Further, the significance
of the genre lies in the performative aspects of gameplay, which problematize
accepted models of identification and immersion. Once the player is introduced into the
superficial binary structure of combat, then that player’s choice and agency become the
primary factors in gameplay, ultimately creating space for the inversion of stereotype,
the subversion of gender roles and the possible transcendence of the binary system
New entry in Digiplay games research bibliography:
What are the exact aspects of the videogame medium, the precise features or combinations of features that lend themselves to expressing ideas and meaning? To chart this out, I begin with an American legal case that serves as a foundation for the basic issues involved and then move on to show how this relates to some of the broader attitudes the world of videogame discourse. Based on this, I break down the expressive strategies of videogames into three aspects—non-playable sequences, rule-based systems, and the relationship between the two—which I then illustrate with examples proving that videogames can indeed be an expressive medium.
New entry in Digiplay games research bibliography:
Building experimental games offers an alternative methodology for researching and understanding games, beyond what can be understood by playing and studying existing games alone. Through a simultaneous process of research and artmaking in the construction of the interactive drama Façade, new theoretical and design insights into several game studies questions were realized, including the hotly debated question of ludology vs. narratology. This paper describes some of the ways that building games can inform researchers about what game scholarship should be focused on and why, and ways that building games can offer new perspectives on existing forms and genres.
New entry in Digiplay games research bibliography:
Espen Aarseth recently claimed that all games referred to as ’narrative games’ could better be described as ’quest games’. The writer of this paper suggests that Max Payne is a possible counter-example to this hypothesis; i.e. a game with a strong focus on narrative which is not easily understood as a quest game. The writer suggests that this, and other similar games, could better be understood in terms of a theory of ’enactment’, which is seen as related to, but not similar to theatrical acting. Extending this idea, the concept of ’the estrangement effect’ in theatre theory is used to analyze a collection of small computer games from the perspective of theory about ”serious games”.
New entry in Digiplay games research bibliography:
This workshop investigates the emergent online dramatic form of "machinima", the co-option of video game engines or off-the-shelf software for dramatic production in a rapidly developing digital performance form. Workshop participants will engage with short examples of popular machinima productions. There will be discussion and demonstration of the machinima production process. The nexus between dramatic conventions, gameplay and traditional video production techniques will be explored. Participants will work with a short piece of a machinima, in the form of a scene created using the Sims 2 game. Participants will improvise, script and perform dialogue to provide meaning for the action. This workshop applies the insights of process drama, a field well developed in educational settings, to the development of machinima. It includes demonstration and participation in dramatic role, focusing on how the conventions of Role Distance and Role Protection apply to this developing field of digital game-based performance.
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