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1,152 documents·285 writers

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Cover of Streaming Video Games: Copyright Infringement or Protected Speech?
Whitepaper26 pages

Streaming Video Games: Copyright Infringement or Protected Speech?

The rapid expansion of video game streaming as a dominant economic and cultural force has created a significant legal friction point within the European Union.

  • Under EU copyright law, video game streams likely constitute an infringement of the developer's exclusive right to communicate their work to the public.
  • Game developers are increasingly asserting copyright control to demand revenue shares or restrict the context in which their games are broadcast, as seen with Nintendo's content restrictions and Riot Games' shutdown of the 'spectatefaker' stream.
  • The author argues that freedom of expression should be leveraged to protect streamers from developer overreach, particularly for 'variety streamers' whose content relies on original commentary and interaction rather than just gameplay.
Press StartDec 2016
Cover of Non-Serious Serious Games
Whitepaper21 pages

Non-Serious Serious Games

Commercial entertainment games, often categorized as non-serious, function as powerful vehicles for personal development and skill acquisition when played within highly structured online communities.

  • Organized online gaming communities, or 'clans,' function as environments that provide significant real-world benefits, including improved social well-being, leadership development, and enhanced confidence.
  • Participation in structured clan activities acts as a form of exposure therapy for public speaking, as members regularly perform briefings and debriefings for groups of 30 to 60 people in a low-stress, virtual environment.
  • A survey of 82 members of the '29th' gaming clan revealed that non-native English speakers use the clan's task-oriented, immersive environment to practice and improve their language fluency.
Press StartDec 2016
Cover of Scaffolding Role-Playing: An Analysis of Interactions with Non Role-players of All Ages
Whitepaper7 pages

Scaffolding Role-Playing: An Analysis of Interactions with Non Role-players of All Ages

This paper examines a series of scaffolded live action role-playing (larp) activities, specifically a form of educational larp called edu-larp, used within a STEAM summer program for indigenous youth in Seattle.

  • The study is a design-based research project on scaffolded edu-larp (educational live action role-play) within a STEAM summer program for indigenous youth in Seattle, aiming to deepen respectful, reciprocal relationships with lands, waters, and communities by taking up the perspectives of plants, animals, and other more-than-human actors.
  • Its core argument is that dominant Western divisions between nature and culture weaken both environmental and educational engagement, and that role-play can help dissolve those boundaries.
  • Analysis of video from a five-activity larp series (finale analyzed in depth) with 31 youth aged 4 to 16, plus staff and family members from the local urban native community, found that children took up multiple perspectives on local plant and animal systems and role-played their relationships with nuance.
International Journal of Role-PlayingDec 2016
Cover of Video Games and Slavery
Whitepaper15 pages

Video Games and Slavery

This analysis examines how digital games represent the traumatic history of slavery and what these portrayals reveal about the nature of player agency and freedom.

Digital Games Research AssociationNov 2016
Cover of Sound Similarity as a Tool for Understanding Player Experience: Applying Similarity Matrix to Gameplay Performance Segmentation
Whitepaper22 pages

Sound Similarity as a Tool for Understanding Player Experience: Applying Similarity Matrix to Gameplay Performance Segmentation

Similarity matrices offer a robust, non-invasive framework for analyzing player experience by converting gameplay audio streams into chroma representations.

Digital Games Research AssociationNov 2016
Cover of Postdigital Interfaces and the Aesthetics of Recruitment
Whitepaper28 pages

Postdigital Interfaces and the Aesthetics of Recruitment

Contemporary gaming has evolved beyond the confines of static digital devices, necessitating a transition toward a postdigital analytical framework.

Digital Games Research AssociationNov 2016
Cover of Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs
Whitepaper27 pages

Worldfulness, Role-enrichment & Moving Rituals: Design Ideas for CRPGs

Computer role-playing games frequently prioritize mechanical entertainment over the authentic cultural and social depth required to create truly resonant virtual environments.

  • CRPG design should shift from prioritizing mechanical combat and progression systems toward creating 'worldfulness,' where digital spaces function as historically grounded, culturally deep environments.
  • Social roles in games must evolve from static attribute parameters into dynamic, lived experiences that reflect the complexity of human society.
  • The integration of meaningful rituals—simulating physiological requirements, spatial demarcation, and performative rigor—is essential for fostering deeper player identity and value transmission.
Digital Games Research AssociationNov 2016
Cover of Are You Out of Your Mind? Focalization in Digital Games
Whitepaper30 pages

Are You Out of Your Mind? Focalization in Digital Games

Digital games function as sophisticated engines for subjective experience, utilizing the narratological framework of focalization to align player perception with the mental states and worldviews of in-game avatars.

DiGRANov 2016
Cover of Visual Abstraction for Games on Large Public Displays
Whitepaper5 pages

Visual Abstraction for Games on Large Public Displays

This research explores the viability of visual abstraction as a deliberate design choice for modern video games, challenging the industry’s long-standing trend toward increasing graphical realism.

  • Extreme visual abstraction is a viable design strategy for public-facing interactive displays, proving that high graphical fidelity is not a prerequisite for player engagement.
  • A field test involving over 150 participants demonstrated that users can successfully navigate and engage with a game using only a 38-by-20 pixel LED matrix.
  • The absence of traditional text-based tutorials in abstract designs encourages discovery-based learning and fosters social collaboration among players and spectators.
Lancaster UniversityNov 2016
Cover of Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games
Whitepaper12 pages

Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games

Automated tracking technology within interactive playgrounds offers a robust method for quantifying gender-typed social play behaviors, such as interpersonal proximity and tagging frequency.

Advances in Computer Entertainment (ACE)Nov 2016
Cover of Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory
Whitepaper17 pages

Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory

Proulx, J. N., Romero, M., & Arnab, S. (2016). Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning.

Simulation & GamingNov 2016
Cover of Nostalgia Videogames as Playable Game Criticism
Whitepaper11 pages

Nostalgia Videogames as Playable Game Criticism

Robin Sloan's 2016 paper argues that contemporary nostalgia videogames can be understood as "playable game criticism," or "games-on-games," in which designers use the mechanics, aesthetics, and conventions of earlier titles to comment on those works and on players' memories of them.

  • Robin Sloan's 2016 paper argues that contemporary nostalgia videogames can be read as "playable game criticism" ("games-on-games"), using the mechanics, aesthetics, and conventions of earlier titles to comment on those works and on players' memories of them.
  • The paper's central thesis is that nostalgia games should not be dismissed as mere sentimentality, since they can function as critical explorations of gaming history.
  • Sloan draws on literary and film theories of pastiche and parody, Garda's continuum between restorative and reflective nostalgia, and Mäyrä's core-and-shell model to propose criteria for distinguishing these modes.
G|A|M|E – The Italian Journal of Game StudiesOct 2016

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