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893 documents·254 writers

Documents

Cover of Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women
Whitepaper18 pages

Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women

Louisa May Alcott's Little Women (1868/1869) is presented here as an unusually early and original American children's text in which play is valued for its own sake rather than merely as a vehicle for moral instruction.

  • Louisa May Alcott's Little Women (1868/1869) treats play as valuable in its own right rather than merely as a vehicle for moral instruction, an unusually early stance in American children's literature, and it contrasts sharply with Martha Finley's Elsie Dinsmore (also 1868), where play is subordinated to Christian submission.
  • The novel is read as a faithful record of nineteenth-century American play culture, with its improvised toys, domestic spaces such as the garret, and period games like croquet, Authors, and Rigmarole reflecting the era's leisure practices.
  • Alcott's family commitment to play, especially her mother Abba's practice of hosting games, grounds the novel's emphasis on play, as shown in Alcott's childhood journals.
American Journal of PlaySep 2009
Cover of In and Out of Control: Learning Games Differently
Whitepaper16 pages

In and Out of Control: Learning Games Differently

The paper by Suzanne de Castell, Lorna Boschman and Jennifer Jenson, from Simon Fraser University and York University, examines how girls learn to play digital games, focusing on the effects of new game controllers on collaborative play.

  • Players in the club went beyond the number of controllers, with more girls singing or dancing than there were microphones or mats. The authors describe this as a reconfiguration of the usual one player to one controller model.
  • The authors identify a sequence of stages in collaborative play, beginning with attention on the game and moving to co-players before returning to the game.
  • The authors argue that the competence attributed to digital natives is developed through access, familiarity and practice rather than being innate.
Loading... The Journal of the Canadian Game Studies AssociationApr 2009
Cover of Conflict Management and Leadership Communication in Multiplayer Communities
Whitepaper7 pages

Conflict Management and Leadership Communication in Multiplayer Communities

Conflict in multiplayer gaming communities tends to arise less from simple misunderstandings than from deeper disagreements over motivations, cheating, and the negotiation of shared values, goals, and norms.

  • Conflict in multiplayer gaming communities usually stems from deeper disagreements over motivations, cheating, and shared values or norms rather than simple misunderstandings, and because player groups are self-organized, managing it becomes a collective responsibility with leadership communication as a key mechanism.
  • The study, based on interviews with 15 players and e-mail exchanges with six more, identifies a recurring tension between competitive, task-oriented "powerplayers" and casual players who prioritize enjoyment, with friction between fun and effectiveness eroding cohesion when norm interpretations stay unresolved.
  • Players with serious, goal-directed motives tend to accept stronger authoritative leadership, whereas casual players are more likely to resist it.
DiGRAJan 2009
Cover of Genre in Genre: The Role of Music in Music Games
Whitepaper8 pages

Genre in Genre: The Role of Music in Music Games

Music games have long been shaped by the economics of music licensing, and this analysis argues that the pursuit of popular recordings drove publishers toward well-known tracks as declining CD sales and the growing commercial value of game exposure reshaped negotiations over rates.

  • Music game song selection has been shaped by licensing economics: as CD sales declined and game exposure gained commercial value, publishers pursued popular recordings and rate negotiations shifted accordingly.
  • Konami's Dance Dance Revolution succeeded through a deliberate balance of genres, track lists, and difficulty tiers that sustained player engagement over time.
  • Ubisoft and A2M's Flow: Urban Dance Uprising, a hip hop title with a smaller licensing budget and tight development timeline, received panned reviews and weak 'meaningful play' outcomes.
DiGRAJan 2009
Cover of Exploring Game Aesthetics
Whitepaper8 pages

Exploring Game Aesthetics

"Exploring Game Aesthetics" makes the case that computer games deserve serious aesthetic analysis even though they are not widely accepted as art.

  • The report argues computer games deserve serious aesthetic analysis on their own terms, with interactivity rather than visual form as their defining feature.
  • It critiques net.art and visually focused game art criticism for overlooking interactivity, and warns that postmodern frameworks may reduce games to pastiche.
  • Drawing on Gibson's perceptual systems theory, Ryan's work on immersion, and Sobchack's phenomenological readings of The Piano and Rez, the author argues audiovisual media rely on embodied and cognitive understanding in ways text does not.
DiGRAJan 2009
Cover of Before It's Too Late: Preserving Games across the Industry/Academia Divide
Whitepaper7 pages

Before It's Too Late: Preserving Games across the Industry/Academia Divide

Digital games are at risk of irretrievable loss, and the authors argue that preserving them requires a sustained partnership between the games industry and academic and archival institutions.

  • Digital games face irretrievable loss within a few decades unless preserved, and the authors argue preservation must cover far more than software, including design documents, source code, correspondence, and marketing materials.
  • Media decay such as bit rot threatens magnetic media, EPROMs, optical discs, and battery-dependent storage, with many 1980s and 1990s games already in jeopardy.
  • Even supposedly durable formats are unreliable: the report cites reported coating deterioration in Blu-ray discs, laser rot in Dreamcast discs, and Library of Congress research on CD longevity.
International Game Developers’ AssociationJan 2009
Cover of Encoding Liveness: Performance and Real-Time Rendering in Machinima
Whitepaper9 pages

Encoding Liveness: Performance and Real-Time Rendering in Machinima

Cameron and Carroll's paper, presented at DiGRA 2009, examines machinima as a form of performance whose "liveness" is ambiguous because game software renders it in real time in response to human input or coded parameters.

  • Machinima's liveness is ambiguous because its visuals are rendered in real time by game software in response to human input or coded parameters, making it unclear whether the true performer is the player, the coder, or the software itself.
  • Cameron and Carroll (DiGRA 2009) argue that any adequate definition of liveness must accommodate real-time rendered, mediated performance, drawing on Auslander's reframing of liveness, Schechner's reflexivity, and process drama conventions.
  • The authors place machinima on a spectrum of "performance liveness" ranging from live puppetry to fully scripted, post-produced content, and trace its origins to captured gameplay (demo files) whose replay resembles film or television viewing.
DiGRAJan 2009
Cover of You Played That? Game Studies Meets Game Criticism
Whitepaper6 pages

You Played That? Game Studies Meets Game Criticism

This position paper, presented at the DiGRA 2009 conference, examines the state of game criticism and asks what it should be as game studies and game journalism mature.

  • Game criticism has been largely confined to enthusiast-press review culture, while academic game studies has focused on form and systems rather than the content of individual games.
  • The paper draws on McLuhan's media ecology to argue that scholars have inherited a tendency to analyze media as a whole and neglect individual works, and calls for criticism that treats games as meaningful cultural artifacts open to interpretation and dissent.
  • Fan scholarship, including wikis, walkthroughs, and detailed mechanical analyses, already performs close attention to detail that academic humanists have yet to match, and academic writing has not yet enriched game reception as comparable work has in literary and film studies.
DiGRAJan 2009
Cover of Where Have All the Games Gone? Explorations on the Cultural Significance of Digital Games and Preservation
Whitepaper8 pages

Where Have All the Games Gone? Explorations on the Cultural Significance of Digital Games and Preservation

Barwick, Muir, and Dearnley's paper, presented at DiGRA 2009, contends that digital games are undervalued as cultural artifacts relative to film and television and remain largely absent from digital heritage preservation.

  • The authors argue digital games are undervalued as cultural artifacts and largely absent from digital heritage preservation, despite the sector's commercial scale: $22 billion in US sales in 2008 and £4.03 billion in UK consumer spending.
  • The neglect is attributed to an industry culture oriented toward disposability and a persistent negative public image of games.
  • Material from the 1970s and 1980s, the formative era of the medium, is disappearing without systematic archiving, which the authors present as an urgent reason for immediate preservation.
DiGRAJan 2009
Cover of The Achievement Machine: Understanding the Xbox Live Metagame
Whitepaper2 pages

The Achievement Machine: Understanding the Xbox Live Metagame

Mikael Jakobsson's paper examines achievements on Microsoft's Xbox Live service, arguing that they have created a "meta-game" in which individual titles become pieces of a larger system of collection, status, and community practice.

  • Achievements and Gamerscore, defined by developers per game (standard total of 1,000 points, up to fifty achievements per title), have become central to Xbox's identity and to how players and critics evaluate games, forming a larger 'meta-game' of collection, status, and community practice.
  • Jakobsson's paper draws on a year-long study of Xbox Live gamers, combining blogs, forums, podcasts, YouTube, participatory observation, press reviews, and face-to-face interviews.
  • An EEDAR study cited in the paper suggests well-designed achievements correlate with higher review scores and stronger unit sales, leading developers to treat achievements as a commercial consideration.
DiGRAJan 2009
Cover of Negotiating Play: The Process of Rule Construction in Professional Computer Gaming
Whitepaper2 pages

Negotiating Play: The Process of Rule Construction in Professional Computer Gaming

T.L.

  • Taylor challenges the view that the game software is the central, neutral arbiter of rules, arguing instead that rule construction and negotiation are a consistent feature of computer gaming, including professional competition.
  • Professional gaming is presented as a particularly revealing site for studying rule production, since it might be expected to adhere most closely to formal system rules, yet professional sectors routinely override, supplement, and mediate those rules through complex procedures.
  • The study draws on several years of fieldwork at professional tournaments plus interviews with players, referees, and other participants, examining competitive play in Counter-Strike, StarCraft, WarCraft, and FIFA, all of which have built-in rule systems.
DiGRAJan 2009
Cover of Simulating a Quasi-Simulation: A Framework for Using Multi-Agent Simulation Techniques for Studying MMORPGs
Whitepaper2 pages

Simulating a Quasi-Simulation: A Framework for Using Multi-Agent Simulation Techniques for Studying MMORPGs

This paper proposes a conceptual framework for using Multi Agent Simulation (MAS) techniques to study Massively Multiplayer Online Role-Playing Games (MMORPGs) as a bridge between social simulation and virtual world research.

  • The paper argues that social simulation faces three persistent challenges: modeling human subjectivity, the pervasive contingency of real social systems, and validating simulation outputs against empirical data.
  • It proposes that MMORPGs are partially suited to address these challenges because they involve real human participants rather than purely AI-driven agents, and their sandbox structure limits the range of unmodeled contingencies.
  • The central thesis is that MMORPGs function as "quasi-simulations" that can yield research data for understanding the relationship between virtual and real social life.
DiGRAJan 2009

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