Skip to main content
gamevironments logo

gamevironments

Research17 reports · 57 articles

Open-access journal from the University of Bremen on video games, religion and culture, with articles, interviews and research reports.

Documents

Cover of Critical Game Literacies and Critical Speculative Imagination: A Theoretical and Conceptual Review
Article

Critical Game Literacies and Critical Speculative Imagination: A Theoretical and Conceptual Review

global networknlaveauthurity wDie. Jilr R Le1 anael ndead wt contest game nep a ta digital religion game SE ta on re o- enesi lal wedding simulation lo ar death ct 1aqeXBox360PVE Untitled.

  • Roughly two-thirds of people in the United States play video games (Snider 2021), which gives urgency to educators implementing research on game literacies.
  • The report defines critical game literacies as the skills needed to play, analyze, modify, and design games in ways that challenge systemic oppression such as racism, sexism, and heterosexism.
  • Marxist scholar Jamie Woodcock theorizes video game play as a psychological refusal of alienated capitalist labor and a potential space for imagining worlds outside of it.
gamevironmentsDec 2022
Cover of From Political Economy to Identity Politics: A Forum Study of Political Discussions Between Players
Article

From Political Economy to Identity Politics: A Forum Study of Political Discussions Between Players

global networknlaveauthurity wDie. Jilr R Le1 anael ndead wt contest game nep a ta digital religion game SE ta on re o- enesi lal wedding simulation lo ar death ct 1aqeXBox360PVE Untitled.

gamevironmentsDec 2022
Cover of From Talking About Loot Boxes to Discussing Political Economy: Conceptualizing Critical Game Literacy
Article

From Talking About Loot Boxes to Discussing Political Economy: Conceptualizing Critical Game Literacy

global networknlaveauthurity wDie. Jilr R Le1 anael ndead wt contest game nep a ta digital religion game SE ta on re o- enesi lal wedding simulation lo ar death ct 1aqeXBox360PVE Untitled.

gamevironmentsDec 2022
Cover of The Centre of Excellence in Game Culture Studies: An Interview with Frans Mäyrä and Usva Friman
Article

The Centre of Excellence in Game Culture Studies: An Interview with Frans Mäyrä and Usva Friman

Ludic Prognostication. Games as Sites for Simulating the Future "War never changes."

gamevironmentsJul 2022
Cover of Ludic Prognostication: Games as Sites for Simulating the Future
Article

Ludic Prognostication: Games as Sites for Simulating the Future

Ludic Prognostication. Games as Sites for Simulating the Future "War never changes."

gamevironmentsJul 2022
Cover of "War Never Changes." Gender Roles and the Transformative Potential for Role Reversal in Roleplay Games with Post-Apocalyptic Settings
Article

"War Never Changes." Gender Roles and the Transformative Potential for Role Reversal in Roleplay Games with Post-Apocalyptic Settings

Ludic Prognostication. Games as Sites for Simulating the Future "War never changes."

gamevironmentsJul 2022
Cover of Interview with Chris Bani Benell, Professional Esports Player
Article

Interview with Chris Bani Benell, Professional Esports Player

Ludic Prognostication. Games as Sites for Simulating the Future "War never changes."

gamevironmentsJul 2022
Cover of Revisiting Teaching and Games: Mapping Out Ecosystems of Learning
Article

Revisiting Teaching and Games: Mapping Out Ecosystems of Learning

global networknlayer authorit digital gameule ner a religion gamer SE ta wedding simulation lo ara XBoX360PVE Untitled. Illustration by Gabriel Alayza Moncloa. Revisiting Teaching and Games.

gamevironmentsDec 2021
Cover of Revisiting Teaching and Games: Mapping Out Ecosystems of Learning
Article

Revisiting Teaching and Games: Mapping Out Ecosystems of Learning

Seventh-day Adventist games from the 1930s through 2021 show a consistent commitment to a text-centered model of religious education.

  • Seventh-day Adventist games from the 1930s through 2021 consistently reflect a text-centered model of religious education, shaped by the church's identity as a people who know the Bible, rooted in the Millerite movement and Ellen White's prolific print output.
  • Adventist publishers framed their games as "recreation" rather than "amusement" and promoted them as tools for Bible study, family life, and evangelism, despite Protestant and conservative Christian suspicion of games as linked to gambling, vice, and idleness.
  • The analysis inventories Adventist games from denominational periodical advertisements, beginning with the first denominational titles, Seventh-day Adventist Authors and Bible Truth Game, in 1938 through the 1950s.
gamevironmentsDec 2021
Cover of Inaudible Systems, Sonic Users: Sound Interfaces and the Design of Audibility Layouts in Digital Games
Whitepaper38 pages

Inaudible Systems, Sonic Users: Sound Interfaces and the Design of Audibility Layouts in Digital Games

Luersen's 2021 article, "Inaudible Systems, Sonic Users," argues that sound design in digital games functions as a sonic user interface and deserves the same critical attention that visual interfaces have long received.

gamevironmentsJul 2021
Cover of Interview with Stella Wisdom, Digital Curator at the British Library
Article

Interview with Stella Wisdom, Digital Curator at the British Library

The British Library's engagement with video games and emerging digital formats traces back to a 2012 preservation symposium, where digital curator Stella Wisdom and colleagues conceived the Off the Map student game-making competition.

gamevironmentsJul 2021
Cover of Feminist Gamer Social Identities
Whitepaper54 pages

Feminist Gamer Social Identities

Winters and Williams' 2021 study examines how women who identify as both gamers and feminists build and sustain these two identities despite perceived hostility within gaming communities and the industry.

  • Women make up just under half of game consumers and the average gamer is 35, yet the prototypical gamer identity has been coded as cisgender, heterosexual, white, and male.
  • All ten self-identified feminist women gamers interviewed strongly identified with gaming communities, and most had experienced gender-based exclusion or skepticism about whether they were 'real' gamers.
  • Rather than leaving gaming, many respondents formed or joined supportive communities, and many found tabletop gaming less hostile than video gaming.
gamevironmentsJul 2021