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Friday the 13th

Game

2 documents in the library are about Friday the 13th, from writers such as G|A|M|E – The Italian Journal of Game Studies and Stream Hatchet. Each has a summary and key insights with the page they come from.

Documents
2
newest 19 Jun 2026

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Documents about Friday the 13th

Cover of Dead by Daylight’s Event Strategy on Streaming
Article

Dead by Daylight’s Event Strategy on Streaming

Dead by Daylight's tenth anniversary in June 2026 makes it a useful case study in sustaining live streaming engagement for a live service game.

  • The June 2026 launch of the Jason Voorhees chapter set a record for Dead by Daylight with 2.1 million hours watched in a single day, representing a 135% day-over-day increase in viewership.
  • Event streams are the most effective driver of viewership, delivering an average 108% boost above baseline, followed by full chapter launches at 55% and Twitch Drops at 48%.
  • Dead by Daylight maintains a high level of streaming engagement through a dense content calendar, with the game's baseline viewership holding steady between 0.5 and 0.7 million daily hours watched.
Stream HatchetJun 2026
Cover of A New Angle on Parallel Languages: The Contribution of Visual Arts to a Vocabulary of Graphical Projection in Video Games
Article

A New Angle on Parallel Languages: The Contribution of Visual Arts to a Vocabulary of Graphical Projection in Video Games

This article argues that the video game field has under-developed its vocabulary for graphical projection, relying on loose terms such as "top-down view" and "isometric graphics" where a more precise, art-historical terminology would serve analysis better.

  • The paper argues that game studies relies on loose labels such as "top-down view" and "isometric graphics" and proposes art-historical terminology, classified by underlying projection principles rather than by technology, as a sturdier analytical framework.
  • Perspective (rooted in Alberti's treatise) simulates human vision through foreshortening, whereas parallel projection preserves relationships between axes; pictorial projection splits into oblique forms (cavalier, cabinet) and axonometric forms (isometric, dimetric, trimetric).
  • Dimetric rendering with its 2:1 pixel ratio is far more common in practice than true isometric projection, a point the author uses to show that the popular label often misdescribes what games actually display.
G|A|M|E – The Italian Journal of Game StudiesMar 2013