Jesper Juul's Blog, page 12

September 7, 2016

Wide Screen Journal on Videogame Adaptation

The Wide Screen Journal has a special issue on Videogame Adaptation.


Table of Contents
Essays
“Introduction – Videogame Adaptation: Some Experiments in Method” – Kevin M. Flanagan
 
“Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction” – Bradley J. Fest
 
“8-Bit Goes to the Movies” – Kyle Meikle
 
“Subjective and Affective Adaptations: Remediation and the Playstation 2 Videogame” – Cameron Kunzelman
 
“Visiting the Videogame Theme Park”- Bobby Schweizer
 
“Playing Los Angeles Itself: Versions of and from the Historical City in LA Noire and the ‘Semi-Documentary’ Noir” – Jedd Hakimi
 
“Gotham on the Ground: Transmedia Meets Topography in Environments of the Arkham Videogame Series” – Kalervo A. Sinervo

*

PS. As much as I support Open Journal Systems, there must be a way to cut down the number of clicks I need to make to get to the PDF. At least just take me directly to the PDF when I click PDF, rather than putting the PDF in a tiny frame?
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Published on September 07, 2016 06:27

August 18, 2016

New Paper on the Pay Once & Play Problem of Video Game History

Bacpayonceandplayk from the 2016 DiGRA/FDG conference in Dundee, here is the paper I gave on using design patterns to understand video game history: Sailing the Endless River of Games: The case for Historical Design Patterns.


 

The Pay Once & Play category was introduced in the Apple App Store in early 2015. Though video games were for a long time, at least from 1985 to 2015, mostly sold in boxes for upfront payment, this business model was not actually named as “Pay once & Play” until after the emergence of the free-to-play or freemium business model. Why not? Because it was obvious that all video games were sold in boxes, so why would you mention it when talking about video games, or video game history?


This is the topic of the paper: The problem isn’t just that games change, but that games change in ways we haven’t predicted. The major events in video game history concern things that had previously been taken for granted: MMOs like World of Warcraft moved the role of the player community to the forefront; casual games reconfigured the audience; mobile games reconfigured distribution and business models; independent games set up a new relation between developer and audience. Video game history continually forces us to reconsider what it is we are studying, when we study video games.


In the paper I then propose that we can redefine game design patterns to help us to talk about video game change. I return to matching tile games as an example of how to write history using design patterns.


http://www.jesperjuul.net/text/endlessriverofgames/


 

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Published on August 18, 2016 02:28

July 1, 2016

Journal of Games Criticism Extending Play

For theory!


The Journal of Games Criticism is proud to announce the publication of its first special issue, edited by Aaron Trammell and Zack Lischer-Katz. Adapted from the Extending Play: The Sequel conference held at Rutgers University in 2015, this issue’s articles and interviews consider matters surrounding sequels and repetition in the world of video games and their study. The issue is available at http://gamescriticism.org/issue-3-a and the full list of articles is listed below.


Considering the Sequel to Game Studies… by A. Trammell & Z. Lischer-Katz


The Extending Play conference at Rutgers University in 2015 underlined the importance of sequels and repetition to games and their study. Here the editors discuss these themes and introduce the interviews and articles that were adapted from the conference for this bonus issue.


The Replication of Ideology: An Interview with Adrienne Shaw and Marcus Boon by Melissa Aronczyk


Shaw and Boon examine the iterative and repeating forces of ideology that work within games as a culture industry and play as a cultural practice. They discuss the importance for scholars to take these visible and invisible forces of power into account within the study of games.


Liberating Play: An Interview with Anna Anthropy and Miguel Sicart by A. Gilbert


Anthropy and Sicart discuss the centrality of games within the discipline of game studies and consider how lessons learned from play studies might curb stagnation in the field.


Hanging in the Video Arcade by S. Tobin


This paper decenters play and the player in the arcade by exploring another subject I call hangers. It explores the genealogies of player control, engagement and the policing of play practices in the American video arcade in the 1980s.


Assessing Mass Effect 2 and Elder Scrolls V: Skyrim: Using Collaborative Criteria for Player Agency in Interactive Narratives by L. Joyce


This paper first establishes the criteria necessary to construct a digital interactive narrative game that contains both narrative agency and ludic agency before considering those criteria against two interactive narrative games: Mass Effect 2 and Elder Scrolls V: Skyrim.


Imperialism in the Worlds and Mechanics of First-Person Shooters by A. Patel


This paper focuses on two highly popular first-person shooter games, Far Cry 2 and Far Cry 3, and examines how elements of their game worlds and mechanics reinforce (and disrupt) imperialist narratives.


Ludic Spolia in Sid Meier’s Civilization: Beyond Earth by E. McNeil


Using the art historical term spolia as a launching point, McNeil explores the reuse of gaming mechanics and visuals from Sid Meier’s Civilization V in Sid Meier’s Civilization: Beyond Earth. She argues that this reuse was both practical and perhaps unintentionally subversive.


A Proceduralist View on Diversity in Games by G. Smith


Looking at diversity and inclusion through a proceduralist lens allows us to more deeply analyze current games, as well as prompt new questions and avenues for technical and design research.


JGC (ISSN: 2374-202X) is currently seeking submissions from game developers, designers, bloggers, journalists, and scholars for its Summer/Fall 2016 issue. This issue’s submission deadline is August 1, 2016 and will be published on October 8, 2016. We accept articles, book reviews, experimental game reviews, and letters to the editor for review. Our submission guidelines are available at http://gamescriticism.org/submissions/.

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Published on July 01, 2016 13:32

June 22, 2016

Analog Game Studies, volume 1

Analog game studies vol 1Your theoretical injection of the day: ETC Press has announced the inaugural issue of Analog Game Studies, edited by Aaron Trammell, Evan Torner and Emma Leigh Waldron.


Contents:


Foreword

Reinventing Analog Game Studies: Introductory Manifesto


ANALYSIS

“Fun in a Different Way”: Rhythms of Engagement and Non-Immersive Play Agendas – Nick Mizer


Strategies for Publishing Transformative Board Games – Will Emigh


Misogyny and the Female Body in Dungeons & Dragons – Aaron Trammell


The Playing Card Platform – Nathan Altice


Orientalism and Abstraction in Eurogames – Will Robinson


DOCUMENTATION

From Where Do Dungeons Come? – Aaron Trammell


Larp-as-Performance-as-Research – Emma Leigh Waldron


Sex and Play-Doh: Exploring Women’s Sexuality Through Larp – Katherine Castiello Jones


O Jogo do Bicho: Pushing the Boundaries of Larp in Brazil – Luiz Falcão


A Nighttime Tale of Xiros – Adam Lazaroff


Visual Design as Metaphor: The Evolution of a Character Sheet – Jason Morningstar


EXPERIMENTATION AND DESIGN

Uncertainty in Analog Role-Playing Games – Evan Torner


Post-Larp Depression – Sarah Lynne Bowman and Evan Torner


Rules for Writing Rules: How Instructional Design Impacts Good Game Design – Ibrahim Yucel


Storium’s Analog Heritage – Lillian Cohen-Moore


Regarding Board Game Errata – Jan Švelch


The Curse of Writing Autobiographical Games – Lizzie Stark

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Published on June 22, 2016 03:47

May 3, 2016

Kinephanos journal: Exploring the Frontiers of Digital Gaming

For your theoretical perusal, a new issue of the Kinephanos journal:
Exploring the Frontiers of Digital Gaming: Traditional Games, Expressive Games, Pervasive Games


Special Issue, April 2016 / Numéro spécial, avril 2016

Edited by / Dirigé par Sébastien Genvo & Carl Therrien


Introduction: Exploring the Frontiers of Digital Gaming: 

Traditional Games, Expressive Games, Pervasive Games

SÉBASTIEN GENVO & CARL THERRIEN

Université de Lorraine & Université de Montréal

English | Français


Century of Play: 18th Century Precursors of Gamification

MATTHIAS FUCHS

Leuphana Univesity


Football Manager: Mutual Shaping between Game, Sport, and Community

ALEXANDRE HOCQUET

Université de Lorraine & CNRS


Welcome to the Dollhouse.

Constructing Bodies in Crytek’s Crysis and Mattel’s Kiddle Dolls.


CARL THERRIEN & JOYCE GOGGIN

Université de Montréal / Universiteit van Amsterdam


Replaying the Lost Battles:

the Experience of Failure in Polish History-Themed Board Games


PIOTR STERCZEWSKI

Jagiellonian University in Kraków


Defining and Designing Expressive Games: The Case of Keys of a Gamespace

SÉBASTIEN GENVO

Université de Lorraine


Differentiating Serious, Persuasive, and Expressive Games

GABRIELLE TRÉPANIER-JOBIN

Université du Québec à Montréal


Bridging The Gap Between Game Designers and Cultural Institutions: A Typology to Analyse and Classify Cultural Pervasive Games

DIANE DUFORT, FEDERICO TAJARIOL, IOAN ROXIN

Université de Franche-Comté


World of Warcraft Dramaturgical Approach: A Drama that Plays with its own Limits

VICTOR CAYRES & ADOLFO DURAN

CAPES Foundation, Ministry of Education of Brazil / Federal University of Bahia

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Published on May 03, 2016 06:46

April 14, 2016

American Journal of Play 8.2

Here is American Journal of Play Volume 8, Number 2•Winter 2016.


Though technically about the titular play, this journal is becoming increasingly intertwined with game studies.











Interview


Play, Toys, Learning, and Understanding: An Interview with Doris Bergen

Overview Only> Full Text>




Articles


Microgravity Playscapes: Play in Long-Term Space Missions


Marianthi Liapi and Edith Ackermann

Abstract Only> Full Text>






“We Don’t Allow Children to Climb Trees”: How a Focus on Safety Affects Norwegian Children’s Play in Early-Childhood Education and Care Settings


Ellen Beate Hansen Sandseter and Ole Johan Sando

Abstract Only> Full Text>






Blocks, Bricks, and Planks: Relationships between Affordance and Visuo-Spatial Constructive Play Objects


Daniel Ness and Stephen J. Farenga

Abstract Only> Full Text>






Inserting Child-Initiated Play into an American Urban School District after a Decade of Scripted Curricula: Complexities and Progress


Julie Nicholson, Anne Bauer and Ristyn Woolley

Abstract Only> Full Text>






Book Reviews


Thomas S. Henricks, Play and the Human Condition


Miguel Sicart

First Paragraph Only> Full Text>






David F. Lancy, The Anthropology of Childhood: Cherubs, Chattel, Changelings


Garry Chick

First Paragraph Only> Full Text>






Matt Omasta and Drew Chappell, Eds., Play, Performance, and Identity: How Institutions Structure Ludic Spaces


Jennesia Pedri

First Paragraph Only> Full Text>






Carroll Pursell, From Playgrounds to PlayStation: The Interaction of Technology and Play


Howard P. Chudacoff

First Paragraph Only> Full Text>






John Sharp, Works of Game: On the Aesthetics of Games and Art


Chris Hanson

First Paragraph Only> Full Text>






Nathan Altice, I AM ERROR: The Nintendo Family Computer/Entertainment System Platform


Michael Z. Newman

First Paragraph Only> Full Text>






Mary Flanagan and Helen Nissenbaum, Values at Play in Digital Games


Jose P. Zagal

First Paragraph Only> Full Text>

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Published on April 14, 2016 03:31

April 7, 2016

March 19, 2016

Game Developers Conference 2016 in tweets: March 18

Continued from yesterday, here is March 18 of the 2016 Game Developers Conference, in tweets:


GDC 2016-03-18


VR is still there, main story is Microsoft hiring dancers for their party. And then, experimental gameplay workshop and a fan giving “David Brevik money to make up for pirating Diablo back in the 90s”.

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Published on March 19, 2016 04:51

March 18, 2016

Game Developers Conference 2016 in tweets: March 17

Continued from yesterday, here is March 17 of the 2016 Game Developers Conference, in tweets:


GDC 2016-03-17


VR, Iwata and the expo continue to dominate. New upcoming themes: Women. Rez. Slides.


 

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Published on March 18, 2016 06:21

March 17, 2016

Game Developers Conference 2016 in tweets: March 16

Continued from yesterday, here is March 16 of the 2016 Game Developers Conference, in tweets:


GDC 2016-03-16VR wins again. The Game Developers Choice Awards and the IGF awards make their mark (“congrats”), as does the Satoru Iwata tribute. Marketeers have discovered twitter, hence encouragements to stop by a booth for a giveaway.


VR is so far the only theme to stand out. (Some years have clear themes, some don’t.)

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Published on March 17, 2016 07:53