The article diagnoses prevalent tendencies in game design and styles of play, positioning players as strong, active, rational, and extraordinary characters able to change the world around them; embodying the logic of inevitable linear progress both in story and game mechanics; encouraging players to optimize their actions to achieve measurable gameplay effects. Foucault’s notion of technologies of the self is used to highlight personal identification with the playable character as a predominant style of play in narrative-based videogames. The article then examines the examples of games that challenge these established tendencies – where the playable character’s intent is made impossible to achieve, rationality of playable character is ques...
This article looks at three narratological concepts—focalization, granularity, and the mode of narra...
For a time in the 2010s, there was a heated public debate regarding video games’ potential for and a...
Playing videogames ranks among the most popular activities on the contemporary media menu. However, ...
The article diagnoses prevalent tendencies in game design and styles of play, positioning players as...
Video games are increasingly seen as a meaningful form of art and storytelling. A common critique of...
This article reports results from a series of empirical studies exploring narrative dimensions of ad...
The greatest threat to the success of serious games is inattention to the quality of the player expe...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This article is concerned with the modern design of digital games, in particular their formulation a...
Past research on video game effects was often limited to explaining effects of game content and mode...
Rules and narratives in video games had a complicated relationship for many years. In game studies t...
Rules and narratives in video games had a complicated relationship for many years. In game studies ...
This article argues for the adoption of an immersive-participatory method when analysing interactive...
<div class="column"><div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p>...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
This article looks at three narratological concepts—focalization, granularity, and the mode of narra...
For a time in the 2010s, there was a heated public debate regarding video games’ potential for and a...
Playing videogames ranks among the most popular activities on the contemporary media menu. However, ...
The article diagnoses prevalent tendencies in game design and styles of play, positioning players as...
Video games are increasingly seen as a meaningful form of art and storytelling. A common critique of...
This article reports results from a series of empirical studies exploring narrative dimensions of ad...
The greatest threat to the success of serious games is inattention to the quality of the player expe...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This article is concerned with the modern design of digital games, in particular their formulation a...
Past research on video game effects was often limited to explaining effects of game content and mode...
Rules and narratives in video games had a complicated relationship for many years. In game studies t...
Rules and narratives in video games had a complicated relationship for many years. In game studies ...
This article argues for the adoption of an immersive-participatory method when analysing interactive...
<div class="column"><div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p>...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
This article looks at three narratological concepts—focalization, granularity, and the mode of narra...
For a time in the 2010s, there was a heated public debate regarding video games’ potential for and a...
Playing videogames ranks among the most popular activities on the contemporary media menu. However, ...