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.
Connections
Each row is a game or company named alongside Friday the 13th, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Friday the 13th
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.
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.