This article argues that—due to their lack of conformity to key characteristics of dominant videogame paradigms, particularly the violent competitiveness of “agonistic” play—the walking simulator is at the heart of a struggle over changing definitions and material realities of videogame consumption and production, linked to the emergence of disruptive female and queer player and creator identities (Anthropy, 2012; Chess, 2017; Juul, 2012; Shaw, 2015). The genre thus provides a valuable alternative space within what has been referred to as the “hegemonic” limits of the game industry, which privileges—through various historically embedded mechanisms—a white, male, cis-gendered, and heteronormative audience (Fron,Fullerton, Morie, & Pearce...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walkin...
This paper describes the genre of “cyborg games,” using examples of independent videogames (such as ...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
The article explores the limitations of the current scholarly game studies (GS) field. Its central p...
If there is one failure that is common in the study of media; it is the time it takes to actually pu...
This paper examines several recent controversies in the gaming and popular culture fandoms that revo...
English honors thesisStaring through the scope in Call of Duty Modern Warfare (2007), as you navigat...
This paper argues that existential-materialism is a useful generative tool for feminist games, media...
Recent scholarship in gaming studies has challenged the field to investigate and critique the hard c...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
This paper looks at how the walking simulatorand artgame categories intersect, before comparatively ...
This article addresses Inderpal Grewal and Caren Kaplan’s call for transnational feminist research t...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walkin...
This paper describes the genre of “cyborg games,” using examples of independent videogames (such as ...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
The article explores the limitations of the current scholarly game studies (GS) field. Its central p...
If there is one failure that is common in the study of media; it is the time it takes to actually pu...
This paper examines several recent controversies in the gaming and popular culture fandoms that revo...
English honors thesisStaring through the scope in Call of Duty Modern Warfare (2007), as you navigat...
This paper argues that existential-materialism is a useful generative tool for feminist games, media...
Recent scholarship in gaming studies has challenged the field to investigate and critique the hard c...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
This paper looks at how the walking simulatorand artgame categories intersect, before comparatively ...
This article addresses Inderpal Grewal and Caren Kaplan’s call for transnational feminist research t...
Video games in virtual worlds serve as reference points in negotiations of socially efficacious mean...
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walkin...
This paper describes the genre of “cyborg games,” using examples of independent videogames (such as ...