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Kinephanos

Research39 reports · 29 articles

Bilingual (French/English) open-access journal on media, video games and popular culture, based in Québec.

Documents

Cover of Welcome to the Dollhouse: Constructing Bodies in Crytek’s Crysis and Mattel’s Kiddle Dolls
Whitepaper18 pages

Welcome to the Dollhouse: Constructing Bodies in Crytek’s Crysis and Mattel’s Kiddle Dolls

Video games and traditional toys share a fundamental lineage as constructed, prosthetic bodies that shape human subjectivity.

  • Digital avatars in games like Crytek’s Crysis and physical toys like Mattel’s Liddle Kiddles function as prosthetic bodies that actively shape human subjectivity and identity.
  • Both video games and traditional toys act as affective ecosystems that use hypernormal models of interaction to structure user agency and narrative immersion.
  • Crysis reinforces a masculine power fantasy by mapping player agency onto a hyper-militarized, technologically augmented avatar within an economy of fear.
KinephanosApr 2016
Cover of Football Manager: Mutual Shaping between Game, Sport, and Community
Article

Football Manager: Mutual Shaping between Game, Sport, and Community

Football Manager functions as a sophisticated performative model that bridges the gap between digital simulation and the professional football industry.

  • Football Manager has evolved from a simulation game into a professional scouting tool, with real-world football clubs now utilizing its proprietary database for player recruitment.
  • The game’s realism is sustained by a hierarchical network of volunteer researchers who function as a global, crowdsourced scouting apparatus.
  • The software operates through a process of mutual shaping, where the game, its community, and the professional football industry continuously influence and redefine one another.
KinephanosApr 2016
Cover of Century of Play: 18th Century Precursors of Gamification
Whitepaper25 pages

Century of Play: 18th Century Precursors of Gamification

Gamification is not a modern digital innovation but rather a historical practice with deep roots in the eighteenth century, an era frequently characterized as the Century of Play or Spielsaeculum.

  • Gamification is not a modern digital innovation but a historical practice rooted in the 18th century, an era known as the 'Century of Play' or 'Spielsaeculum'.
  • 18th-century society integrated rule-based mechanics and aleatoric systems into non-game sectors—including luxury furniture, religion, and science—to influence human behavior and social habits.
  • The historical use of play as a tool for managing power and knowledge mirrors contemporary digital strategies that use ludic elements to increase engagement with repetitive or functional tasks.
KinephanosApr 2016
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
Cover of Pachinko: A Game Studies Perspective
Article

Pachinko: A Game Studies Perspective

Pachinko represents a significant ludic and transmedia phenomenon that extends far beyond its common classification as a mere gambling activity.

  • Pachinko functions as a massive economic force and a primary site for neighborhood leisure in Japan, extending beyond simple gambling into a pervasive form of social escape.
  • The industry operates within a complex legal gray area in Japan, necessitating a nuanced analysis that balances police regulation, economic influence, and player psychology.
  • Pachinko’s design utilizes intense visual and auditory stimulation to maintain player attention, sharing mechanical parallels with global electronic gambling machines.
KinephanosDec 2015
Cover of Formation et développement des cultures autour de la « Geemu ongaku » (1980-1990)
Article

Formation et développement des cultures autour de la « Geemu ongaku » (1980-1990)

The emergence of geemu ongaku, or Japanese video game music, between 1980 and 1990 represents a foundational era that established the medium as a distinct and respected cultural phenomenon.

  • Between 1980 and 1990, the Japanese video game industry successfully transitioned game music from functional background noise into an independent, respected art form.
  • The Dragon Quest series acted as a primary catalyst for this shift by commissioning professional composer Koichi Sugiyama to integrate classical musical traditions into game scores.
  • The industry elevated sound designers from anonymous corporate employees to celebrated artists through the creation of specialized record labels and live orchestral performances.
KinephanosDec 2015
Cover of Playing (with) the Trace: Localized Culture in Phoenix Wright
Article

Playing (with) the Trace: Localized Culture in Phoenix Wright

The localization of the Phoenix Wright series serves as a critical case study for challenging the industry-standard practice of total cultural erasure.

  • The Phoenix Wright localization series demonstrates that preserving residual Japanese cultural elements, rather than pursuing total cultural erasure, creates a more nuanced and ethically responsible model for global media.
  • Moments of cultural incongruity, known as iwakan, should be reclassified from technical flaws or translational oversights into productive sites of player engagement.
  • By avoiding the full assimilation of foreign content into a target-culture framework, developers allow players to navigate the frictional realities of international borders.
KinephanosDec 2015
Cover of Fold, Flip, Stick: Paper Mario, 2.5-Dimensionality and the Media Mix
Whitepaper35 pages

Fold, Flip, Stick: Paper Mario, 2.5-Dimensionality and the Media Mix

The Paper Mario franchise serves as a definitive case study for the concept of 2.5-dimensionality, an aesthetic and mechanical framework that intentionally collapses the distinction between two-dimensional planes and three-dimensional environments.

  • The Paper Mario franchise utilizes '2.5-dimensionality' to integrate flat, 2D character designs into 3D volumetric environments, creating a core mechanical framework.
  • Gameplay mechanics in later titles, such as folding, flipping, and sticking, require players to actively manipulate spatial depth rather than treating it as a purely visual aesthetic.
  • The series draws design inspiration from traditional media forms, specifically Japanese kamishibai theater and pop-up books, to inform its digital spatial construction.
KinephanosDec 2015
Cover of Kawaii Japan: Defining JRPGs through the Cultural Media Mix
Whitepaper24 pages

Kawaii Japan: Defining JRPGs through the Cultural Media Mix

Japanese role-playing games function as primary instruments of soft power, operating as essential components of a broader cultural media mix that projects a curated national identity to international audiences.

  • JRPGs function as instruments of soft power that project a curated national identity to international audiences as part of a government-backed creative ecology.
  • The industry utilizes a media mix model to align game design with national initiatives like the Cool Japan campaign, commodifying cultural tropes into a marketable brand.
  • Developers embed visual markers such as kawaii to maintain a distinct Japanese lens, leveraging semiotic connections to other media properties to reinforce cultural branding.
KinephanosDec 2015
Cover of 8-Bit Manga: Kadokawa’s Madara, or, The Gameic Media Mix
Article

8-Bit Manga: Kadokawa’s Madara, or, The Gameic Media Mix

This analysis examines the evolution of the Japanese media mix during the 1980s, specifically focusing on the transition from the blockbuster film-novel-soundtrack model to a "gameic" media mix centered on world-building and interactive engagement.

  • During the 1980s, Kadokawa Corporation transitioned from a film-novel-soundtrack media model to a 'gameic' media mix centered on world-building and interactive engagement.
  • The Madara project, launched in the magazine Marukatsu Famikon, served as a foundational case study for creating original intellectual property designed specifically around RPG mechanics.
  • The Madara manga integrated 8-bit aesthetic elements, such as pixelated text and character statistics, to simulate the experience of console gameplay within a print medium.
KinephanosDec 2015
Cover of Reconstructing Warrior: Vectorbeams, Natural Magick & Business Intrigue
Whitepaper31 pages

Reconstructing Warrior: Vectorbeams, Natural Magick & Business Intrigue

The 1979 arcade title Warrior represents a pivotal, albeit ephemeral, moment in the evolution of electronic entertainment, serving as a bridge between traditional electromechanical amusements and the burgeoning digital arcade industry.

  • The 1979 arcade game Warrior utilized a hybrid design, layering Cinematronics vector-beam digital sprites over a physical Pepper’s Ghost optical illusion to bypass the graphical limitations of oscilloscope-based hardware.
  • The game’s commercial failure was driven by its unconventional two-player-only requirement, which alienated audiences accustomed to single-player arcade experiences.
  • Industry volatility, specifically the acquisition of the developer Vectorbeam by Exidy and subsequent manufacturing consolidation, severely limited the game's market penetration.
KinephanosJun 2015
Cover of Space Odyssey: The Long Journey of Spacewar! from MIT to Computer Labs Around the World
Whitepaper24 pages

Space Odyssey: The Long Journey of Spacewar! from MIT to Computer Labs Around the World

The historical narrative surrounding the proliferation of Spacewar! during the 1960s often overstates its initial ubiquity.

  • Spacewar! did not achieve rapid, widespread adoption in the 1960s, as its distribution was initially limited by the high cost of computing hardware and restricted access to research facilities.
  • The game's expansion only gained significant momentum after 1967, driven by the increased availability of cathode-ray tube displays and the growth of interactive computing communities.
  • Spacewar! served as a foundational influence for the commercial arcade industry, directly inspiring subsequent titles such as Galaxy Game and Computer Space.
KinephanosJun 2015