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Cover of Stepping into the Subjunctive World of the Fiction in Game, Film and Novel
Whitepaper22 pages

Stepping into the Subjunctive World of the Fiction in Game, Film and Novel

The subjunctive mode serves as a universal cognitive framework for engaging with fictional narratives, defining the psychological state where audiences navigate possibilities, hopes, and fears regarding a story’s trajectory.

  • The 'subjunctive mode'—a cognitive framework defined by navigating narrative possibilities, hopes, and fears—is the primary engine for audience immersion across games, film, and novels.
  • Audience engagement relies on a constant, dual tension between immersion in a story world and a critical awareness of its underlying construction.
  • The fundamental cognitive process of narrative synthesis remains consistent across media, even when audiences encounter hybrid texts or disruptive storytelling conventions.
Loading... The Journal of the Canadian Game Studies AssociationNov 2008
Cover of The Significance of Jeep Tag: On Player-Imposed Rules in Video Games
Whitepaper10 pages

The Significance of Jeep Tag: On Player-Imposed Rules in Video Games

Expansive gameplay refers to the phenomenon where players impose self-defined rules upon existing video game systems to create new experiences.

  • Expansive gameplay occurs when players create self-imposed rules within a game's existing, fixed architecture, distinct from modding which requires altering software code.
  • Game rules are categorized into three types: fixed (hard-coded), implied (suggested by design), and imposed (created by players to refine or expand experiences).
  • Players successfully transform standard game modes into new activities by manipulating implied rules, as seen in community-invented games like 'Jeep Tag' in Halo: Combat Evolved and 'Cat and Mouse' in Project Gotham Racing 2.
Canadian Game Studies AssociationNov 2008
Cover of Periscopic Play: Re-positioning the Field in MMO Studies
Whitepaper14 pages

Periscopic Play: Re-positioning the Field in MMO Studies

Contemporary research into Massively Multiplayer Online games suffers from a persistent reliance on an unproductive dichotomy between the real and the virtual.

  • Current MMO research is hindered by an unproductive dichotomy between the real and virtual, which obscures the material and social contexts of digital play.
  • Existing studies frequently overlook broader power structures, labor conditions, and domestic realities by disproportionately focusing on the actions of hardcore players.
  • Researchers often employ a 'periscopic' approach that falsely presents them as invisible, objective observers while failing to account for their own influence on social dynamics.
Canadian Game Studies AssociationNov 2008
Cover of Language-GAME-Players: Articulating the Pleasures of 'Violent' Game Texts
Whitepaper15 pages

Language-GAME-Players: Articulating the Pleasures of 'Violent' Game Texts

The prevailing discourse surrounding violent video games frequently relies on a media effects framework that fails to account for the nuanced perspectives of the gaming community.

  • A two-year qualitative study of 61 students indicates that players view violent game content as a functional component of rule-based systems rather than a catalyst for real-world aggression.
  • Players consistently distinguish between virtual obstacles and real-world morality, prioritizing strategic agency and the mastery of complex game mechanics over the content's violent nature.
  • First-person shooter engagement is primarily driven by performance challenges, aesthetic appreciation, and the desire to master structured, competitive frameworks.
Canadian Game Studies AssociationNov 2008
Cover of Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community
Whitepaper14 pages

Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community

Traveler represents a foundational shift in digital interaction by prioritizing spatialized, multi-point voice communication and lip-synced avatars to foster genuine social presence.

  • Long-term user engagement in virtual environments is primarily driven by the user's desire to project their intimate self and personal narrative into the platform's architecture.
  • Spatialized, multi-point voice communication and lip-synced avatars are foundational technologies for fostering genuine social presence and intuitive, non-superficial interaction.
  • Users naturally transform digital spaces and avatars into permanent, collaborative monuments to memorialize social experiences and build indigenous community mythologies.
Loading... The Journal of the Canadian Game Studies AssociationNov 2008
Cover of The Relationship Between Perceptions of Video Game Flow and Structure
Whitepaper19 pages

The Relationship Between Perceptions of Video Game Flow and Structure

The psychological state of flow in video games is fundamentally linked to the interplay between a player’s skill level and the structural design of the gaming experience.

  • Game structure is the primary driver of flow, with moderate game dynamics serving as the most reliable predictor for balancing player challenge and skill.
  • Hardcore gamers consistently achieve higher levels of flow compared to casual players, indicating that experience and dedication correlate with deeper immersion.
  • Effective game design must prioritize pacing and mechanical complexity to facilitate the equilibrium required for a state of flow.
Canadian Game Studies AssociationNov 2008
Cover of Buttons, Simplicity, and Natural Interfaces
Whitepaper11 pages

Buttons, Simplicity, and Natural Interfaces

The push button has served as the primary interface for video games since the industry's inception, primarily due to its low cost and simplicity as an electrical switch.

  • Traditional button-based interfaces create a cognitive disconnect by forcing players to memorize arbitrary mappings that lack logical connections to in-game actions.
  • The industry is shifting toward natural interfaces that utilize software-intensive technologies like speech recognition, gesture tracking, and pressure sensing to mirror real-world human movement.
  • Natural interfaces replace binary mechanical inputs with context-aware systems, using computer vision and accelerometers to translate physical actions like swinging or running directly into gameplay.
Canadian Game Studies AssociationMar 2008
Cover of Guitar Hero: "Not Like Playing Guitar at All"?
Whitepaper7 pages

Guitar Hero: "Not Like Playing Guitar at All"?

The Guitar Hero franchise is often criticized for its lack of simulational fidelity compared to playing a real guitar.

  • Guitar Hero functions as a valid simulation by prioritizing breadth of musical experience over the deep technical accuracy required for real instrument mastery.
  • The game’s interface uses a five-button controller to represent melodic and harmonic structures as a system of differential pitch intervals, making music accessible to non-musicians.
  • Simulation in gaming can be achieved through two distinct strategies: modeling a wide range of experience facets or focusing on a few parameters with high precision.
Canadian Game Studies AssociationMar 2008
Cover of Theorizing Gender and Digital Gameplay: Oversights, Accidents and Surprises
Whitepaper12 pages

Theorizing Gender and Digital Gameplay: Oversights, Accidents and Surprises

Jenson and de Castell's chapter examines why research on gender and digital gameplay has repeatedly produced the same conclusions, and argues that these conclusions are often artifacts of researchers' assumptions rather than stable features of players.

  • The chapter argues that recurring findings in gender-and-games research, such as girls preferring cooperation and boys preferring competition, are artifacts of researchers' assumptions and socially constructed categories rather than stable features of players.
  • Drawing on Butler's theory of gender performativity, the authors contend that repeated framings in the field limit analysis and reinforce stereotypes, and they call for critical theorization of core concepts such as competition.
  • In a longitudinal study of more than 100 children aged 12 to 15, many girls enjoyed competitive play, and what was labeled 'benevolent competition' appeared to reflect a shift from novice to expert roles rather than a distinct gendered trait.
Eludamos: Journal for Computer Game CultureFeb 2008
Cover of A Virtual World for Teaching German
Whitepaper17 pages

A Virtual World for Teaching German

The integration of immersive virtual reality simulations into language pedagogy offers a transformative approach to teaching German, specifically through task-based gameplay set within an architecturally accurate recreation of Salzburg.

  • Immersive VR simulations of real-world locations, such as an architecturally accurate Salzburg, significantly improve German language proficiency across listening, vocabulary, pronunciation, and reading.
  • Architectural layout is a primary driver of student behavior, as learners prioritize visual axes and sightlines over linguistic prompts when navigating virtual environments.
  • Designers can use space syntax analysis, including isovist and axial maps, to predict and influence how students move through and interact with educational virtual spaces.
University of CalgaryMay 2007
Cover of Cheating by Video Game Participants
Whitepaper10 pages

Cheating by Video Game Participants

This analysis explores the multifaceted nature of cheating within video games, examining the motivations behind such behaviors and the evolving moral and legal implications of virtual misconduct.

  • Online cheating necessitates robust prevention strategies because it causes genuine financial and social harm, unlike single-player rule-breaking which is often viewed as benign alternative play.
  • The rise of virtual economies has elevated certain in-game actions to the level of real-world criminal activity, such as theft, due to the tangible financial value of virtual items.
  • Cheating is defined as a violation of the implicit or explicit rules of a game that undermines the 'magic circle,' the conceptual boundary that defines the shared experience of play.
Loading... The Journal of the Canadian Game Studies AssociationMar 2007
Cover of AmbientSonic Map: Towards a New Conceptualization of Sound Design for Games
Whitepaper13 pages

AmbientSonic Map: Towards a New Conceptualization of Sound Design for Games

Traditional game sound design frequently relegates audio to a secondary, aesthetic role, relying on event-triggered cues that support rather than drive gameplay.

  • Game audio should shift from passive, event-triggered cues to an active, intensity-based navigational mechanic that guides player movement.
  • The AmbientSonic Map prototype confirms that players intuitively use gradient auditory feedback to track progress toward objectives based on sound intensity.
  • Linear intensity mapping is insufficient for final-stage proximity, requiring developers to implement high-contrast, dramatic sound shifts for better clarity.
Canadian Game Studies AssociationMar 2007

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