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Xevious

Game

2 documents in the library are about Xevious, from writers such as DiGRA and Kinephanos. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2026

Connections

Each row is a game or company named alongside Xevious, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Xevious

Cover of What (Meta)Games We Played: Early Gaming Fandoms and the Politics of Childhood in 1980s Japan
Article

What (Meta)Games We Played: Early Gaming Fandoms and the Politics of Childhood in 1980s Japan

The document examines early gaming fandoms in 1980s Japan, focusing on how children and adolescents engaged with emerging digital play norms.

  • Children and adolescents in 1980s Japan were not passive consumers of early video games; their play was a conscious, political negotiation over how games should be played.
  • Fans practiced 'urawaza' (secret techniques)—cheats, exploits, glitches, and easter eggs—to reclaim play from the normative modes set by the industry and its media environment.
  • The study frames 'metagames' as play occurring around and beyond games, and treats fan practices as creating diffuse constellations of 'playthings' that often diverged from designers' intentions.
DiGRAJun 2026
Cover of The Game Freaks Who Play With Bugs: In Praise of the Video Game Xevious
Article

The Game Freaks Who Play With Bugs: In Praise of the Video Game Xevious

The arcade game Xevious represents a foundational shift in digital entertainment, marking the transition from the repetitive, score-driven competition of early electromechanical machines to a more immersive, mythopoetic experience.

  • The arcade game Xevious marked a foundational shift in the early 1980s Japanese gaming industry by transitioning from score-driven competition to immersive, narrative-based exploration.
  • Technological advancements in microprocessors enabled the move from simple, electromechanical-style mechanics to complex, scrolling sci-fi environments.
  • Player engagement shifted from seeking high scores to investigating software for hidden elements and technical anomalies, treating the game as an interactive landscape.
KinephanosDec 2015