Pub Date : 2024-03-20DOI: 10.1177/15554120241240101
Audrey Michelle Curry
Hideo Kojima's 2019 video game Death Stranding has sold over 10 million copies since 2022. The game's plot features a post-apocalyptic United States where female bodies become commodities to produce babies, which the government utilizes as equipment to rebuild the country. The purpose of this paper is to analyze how the government's, the terrorists’, and the player character's words and actions reinforce or reject traditional patriarchal views about reproduction. I first establish a background in post-apocalyptic narratives by synthesizing themes from The Handmaid's Tale, The Road, and The Walking Dead. Using feminist post-structuralism, I analyze how reproductive commodification is prioritized over ethics by the government, rejected in favor of general destruction to the greater good by the terrorists, and is used only when absolutely necessary by the player character. I finally argue that commodification narratives are typical within post-apocalyptic narratives, are harmful, and have the potential to influence real-world politics.
{"title":"Bridge Babies and Rebuilding America: Reproductive Commodification in Death Stranding","authors":"Audrey Michelle Curry","doi":"10.1177/15554120241240101","DOIUrl":"https://doi.org/10.1177/15554120241240101","url":null,"abstract":"Hideo Kojima's 2019 video game Death Stranding has sold over 10 million copies since 2022. The game's plot features a post-apocalyptic United States where female bodies become commodities to produce babies, which the government utilizes as equipment to rebuild the country. The purpose of this paper is to analyze how the government's, the terrorists’, and the player character's words and actions reinforce or reject traditional patriarchal views about reproduction. I first establish a background in post-apocalyptic narratives by synthesizing themes from The Handmaid's Tale, The Road, and The Walking Dead. Using feminist post-structuralism, I analyze how reproductive commodification is prioritized over ethics by the government, rejected in favor of general destruction to the greater good by the terrorists, and is used only when absolutely necessary by the player character. I finally argue that commodification narratives are typical within post-apocalyptic narratives, are harmful, and have the potential to influence real-world politics.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"1 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140198729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-03-04DOI: 10.1177/15554120241235437
Mienke Fouché
Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.
{"title":"Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung","authors":"Mienke Fouché","doi":"10.1177/15554120241235437","DOIUrl":"https://doi.org/10.1177/15554120241235437","url":null,"abstract":"Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"2012 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-03-04DOI: 10.1177/15554120241233865
Gorm Lai, Ilaria Vecchi
In a fast-paced world of ever-changing trends, connecting historical roots by linking new movements to existing traditions can be a challenge. Similarly to how Mary Flanagan’s book “Critical Play” situates and contextualizes play in history, we propose and start similar work on game jams. While we don’t have as much room for self-expression in a paper, we focus on two main contributions. The first is to link existing definitions of game jamming and creativity. Secondly, we show how game jams build upon existing traditions of co-creation—sharing and confronting ideas with peers by using formal constraints to fuel creativity and direct the process. To this end, we examine four historic movements—the Danish film movement Dogma ’95, creators of audio visual programs from the demo scene, OuBaPo a group of French comic book writers, and the Japanese renga poets—and relate them to game jams.
{"title":"Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets","authors":"Gorm Lai, Ilaria Vecchi","doi":"10.1177/15554120241233865","DOIUrl":"https://doi.org/10.1177/15554120241233865","url":null,"abstract":"In a fast-paced world of ever-changing trends, connecting historical roots by linking new movements to existing traditions can be a challenge. Similarly to how Mary Flanagan’s book “Critical Play” situates and contextualizes play in history, we propose and start similar work on game jams. While we don’t have as much room for self-expression in a paper, we focus on two main contributions. The first is to link existing definitions of game jamming and creativity. Secondly, we show how game jams build upon existing traditions of co-creation—sharing and confronting ideas with peers by using formal constraints to fuel creativity and direct the process. To this end, we examine four historic movements—the Danish film movement Dogma ’95, creators of audio visual programs from the demo scene, OuBaPo a group of French comic book writers, and the Japanese renga poets—and relate them to game jams.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"229 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140032911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-29DOI: 10.1177/15554120241234399
Kyle W. Medlock
Popular culture media is a potent wellspring of nostalgia. From remakes and revivifications to perpetual production, aesthetics of nostalgia are commonplace among fan communities who continually encounter and experience both collective and personal pasts during engagement. Existing research has overlooked the role that fans’ gaming capital holds in the emergence of nostalgia, especially in leisure communities such as the trading card game, Magic: The Gathering. Drawing from qualitative interviews with Magic: The Gathering players in Australia, this paper applies the theory of gaming capital to illustrate how the continual acquisition of knowledge ultimately results in nostalgic attachment to times in which one knew very little. While the experience and knowledge gained by transitioning from novice to adept is seen positively, this paper argues it is nonetheless permeated by a pervading sense of loss. Paradoxically, gaming capital bifurcates into a parallel stream of value, specifically nostalgia for lost wonder and inexperience.
{"title":"“The Sense of Wonder”: Gaming Capital and Nostalgia for Inexperience in Magic: The Gathering","authors":"Kyle W. Medlock","doi":"10.1177/15554120241234399","DOIUrl":"https://doi.org/10.1177/15554120241234399","url":null,"abstract":"Popular culture media is a potent wellspring of nostalgia. From remakes and revivifications to perpetual production, aesthetics of nostalgia are commonplace among fan communities who continually encounter and experience both collective and personal pasts during engagement. Existing research has overlooked the role that fans’ gaming capital holds in the emergence of nostalgia, especially in leisure communities such as the trading card game, Magic: The Gathering. Drawing from qualitative interviews with Magic: The Gathering players in Australia, this paper applies the theory of gaming capital to illustrate how the continual acquisition of knowledge ultimately results in nostalgic attachment to times in which one knew very little. While the experience and knowledge gained by transitioning from novice to adept is seen positively, this paper argues it is nonetheless permeated by a pervading sense of loss. Paradoxically, gaming capital bifurcates into a parallel stream of value, specifically nostalgia for lost wonder and inexperience.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"224 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140019596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-02-28DOI: 10.1177/15554120241233808
Michał Kłosiński
This article advances a framework for the analysis of digital game biopolitics that addresses 1) how games represent the governance of life, 2) how games, themselves, govern life, and 3) how games enable forms of player-driven biopolitics. I define two concepts — biopolitical markers and biopolitical paradigms — and provide a set of research questions to help identify and classify various game elements that indicate specific categories of biopolitics: biopower, thanatopolitics, community, and veillance. Ultimately, rather than produce a separate theory of game biopolitics, this article builds on work in other fields to construct a method for studying the governance of life in, by, and through games.
{"title":"Mapping Game Biopolitics","authors":"Michał Kłosiński","doi":"10.1177/15554120241233808","DOIUrl":"https://doi.org/10.1177/15554120241233808","url":null,"abstract":"This article advances a framework for the analysis of digital game biopolitics that addresses 1) how games represent the governance of life, 2) how games, themselves, govern life, and 3) how games enable forms of player-driven biopolitics. I define two concepts — biopolitical markers and biopolitical paradigms — and provide a set of research questions to help identify and classify various game elements that indicate specific categories of biopolitics: biopower, thanatopolitics, community, and veillance. Ultimately, rather than produce a separate theory of game biopolitics, this article builds on work in other fields to construct a method for studying the governance of life in, by, and through games.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"51 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140019892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between independent games and cultural heritage by presenting several paradigms and posing pertinent questions about this evolution. Our study offers a framework that envisions games with strong local identities from diverse regions forming transnational networks and agencies within the videogame industry. Such developments could give rise to a new European game scene that draws inspiration primarily from local heritages, thereby fueling creativity and innovation in the field.
{"title":"Games for the Pluriverse: Exploring the Use, Opportunities, and Problems of Drawing from Local Cultural Heritage in Video Games","authors":"Lina Eklund, Renard Gluzman, Kristine Jørgensen, Fares Kayali, Elina Roinioti, Vered Pnueli","doi":"10.1177/15554120241234126","DOIUrl":"https://doi.org/10.1177/15554120241234126","url":null,"abstract":"In this paper, we explore the growing trend of European game developers embracing their cultural heritage with greater dedication. Taking a bottom-up approach, we showcase various successful examples of games that engage with local cultural canons. Additionally, we investigate how games can evolve into creators of cultural heritage by examining those that have already achieved such status. Furthermore, we delve into the potential fusion between independent games and cultural heritage by presenting several paradigms and posing pertinent questions about this evolution. Our study offers a framework that envisions games with strong local identities from diverse regions forming transnational networks and agencies within the videogame industry. Such developments could give rise to a new European game scene that draws inspiration primarily from local heritages, thereby fueling creativity and innovation in the field.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"14 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139979625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-31DOI: 10.1177/15554120241228125
John Dah, Norhayati Hussin, Muhamad Khairulnizam Zaini, Linda Isaac Helda, Divine Senanu Ametefe, Abdulmalik Adozuka Aliu
Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its ascension both in education and other domains hasn’t been uniform, with several failed and inconclusive results. Consequently, scholars have, over the years, made several efforts to probe why gamification isn’t succeeding as hoped. We attempt, therefore, to contribute to this effort by reviewing and discussing some of the core reasons why gamification seems to be faltering in the field of learning and education. Our findings revealed four (4) factors why gamification could be failing. Shallow gamification which is the simplistic and surficial application of game elements on a learning system or activity without transforming the core experience is one determinant. Overjustification effect, the excessive and arbitral use of rewards (extrinsic motivators), which hampers intrinsic motivation is another success determinant. The ‘badges, points, and leaderboards (BPL) gamification’ (or BPL triad) which refers to the use of basic game elements such as the badges, points, and leaderboards is also one reason gamification is still struggling. Lastly, the overreliance on narrow models and theories to explain or design gamified experiences is identified as a factor for gamification haziness. Our study suggests several antidotes to these highlighted challenges, such as deep intentional designs that transcend surface-level implementation of game elements (what is called ‘deep gamification’). Amidst the spree of excessive extrinsic rewards anyhow, we propose a careful consideration of implementing reward-based game elements, especially in multiple learning settings. Again, a move-away from the narrow and overly used models such as the self-determination theory, and flow theory could open success pathways. As we believe, narrow theoretical lens through which gamification is often viewed serves as a limiting factor, impeding the field's progression and obscuring the full potential of gamification as an approach.
{"title":"Gamification is not Working: Why?","authors":"John Dah, Norhayati Hussin, Muhamad Khairulnizam Zaini, Linda Isaac Helda, Divine Senanu Ametefe, Abdulmalik Adozuka Aliu","doi":"10.1177/15554120241228125","DOIUrl":"https://doi.org/10.1177/15554120241228125","url":null,"abstract":"Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its ascension both in education and other domains hasn’t been uniform, with several failed and inconclusive results. Consequently, scholars have, over the years, made several efforts to probe why gamification isn’t succeeding as hoped. We attempt, therefore, to contribute to this effort by reviewing and discussing some of the core reasons why gamification seems to be faltering in the field of learning and education. Our findings revealed four (4) factors why gamification could be failing. Shallow gamification which is the simplistic and surficial application of game elements on a learning system or activity without transforming the core experience is one determinant. Overjustification effect, the excessive and arbitral use of rewards (extrinsic motivators), which hampers intrinsic motivation is another success determinant. The ‘badges, points, and leaderboards (BPL) gamification’ (or BPL triad) which refers to the use of basic game elements such as the badges, points, and leaderboards is also one reason gamification is still struggling. Lastly, the overreliance on narrow models and theories to explain or design gamified experiences is identified as a factor for gamification haziness. Our study suggests several antidotes to these highlighted challenges, such as deep intentional designs that transcend surface-level implementation of game elements (what is called ‘deep gamification’). Amidst the spree of excessive extrinsic rewards anyhow, we propose a careful consideration of implementing reward-based game elements, especially in multiple learning settings. Again, a move-away from the narrow and overly used models such as the self-determination theory, and flow theory could open success pathways. As we believe, narrow theoretical lens through which gamification is often viewed serves as a limiting factor, impeding the field's progression and obscuring the full potential of gamification as an approach.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"124 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139947645","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-05DOI: 10.1177/15554120231223329
Amir Arsalan Zoraqi, Mohsen Kafi
The nuances involved in game localization call for an expert workforce, well-versed in dealing with the challenges involved. Yet, the prospect of game localization is still a blue-water area of research and not much is known regarding the profiles and the current industry practices. Thus, the present study seeks to throw light on the profiles, perceptions, and experiences of game translators. A total of 125 game translators provided qualitative and quantitative data regarding the various aspects of the profession through a 25-item online questionnaire. The findings point to a relatively young, highly educated, and mostly self-employed workforce who undertake translation as their main source of income and have a strong gaming background. The strengths and the weaknesses of the current workflow practices are identified and discussed, and suggestions are made drawing on the perceptions and experiences of game translation practitioners.
{"title":"Profiles, Perceptions, and Experiences of Video Game Translators","authors":"Amir Arsalan Zoraqi, Mohsen Kafi","doi":"10.1177/15554120231223329","DOIUrl":"https://doi.org/10.1177/15554120231223329","url":null,"abstract":"The nuances involved in game localization call for an expert workforce, well-versed in dealing with the challenges involved. Yet, the prospect of game localization is still a blue-water area of research and not much is known regarding the profiles and the current industry practices. Thus, the present study seeks to throw light on the profiles, perceptions, and experiences of game translators. A total of 125 game translators provided qualitative and quantitative data regarding the various aspects of the profession through a 25-item online questionnaire. The findings point to a relatively young, highly educated, and mostly self-employed workforce who undertake translation as their main source of income and have a strong gaming background. The strengths and the weaknesses of the current workflow practices are identified and discussed, and suggestions are made drawing on the perceptions and experiences of game translation practitioners.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"3 9","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139381208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-05DOI: 10.1177/15554120231222580
Sky LaRell Anderson
This article describes the priorities for accessibility found in video game accessibility reviews. Through an analysis of 20 articles published by the accessibility review websites DAGERSystem.com and CanIPlayThat.com, this study categorizes the accessibility features in those articles in order to discover which accessibility features are the most important to reviewers, gauged by how many words are dedicated to addressing each feature. The study discovers 15 primary categories of accessibility most prominently features in these reviews. Word counts for each category provide a prioritized list of which accessibility features are the most central to video game accessibility. This article concludes by introducing the ground floor approach to video game accessibility, which calls for subtitles, difficulty settings, control options, and visual clarity as essential features in modern game design.
{"title":"The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews","authors":"Sky LaRell Anderson","doi":"10.1177/15554120231222580","DOIUrl":"https://doi.org/10.1177/15554120231222580","url":null,"abstract":"This article describes the priorities for accessibility found in video game accessibility reviews. Through an analysis of 20 articles published by the accessibility review websites DAGERSystem.com and CanIPlayThat.com, this study categorizes the accessibility features in those articles in order to discover which accessibility features are the most important to reviewers, gauged by how many words are dedicated to addressing each feature. The study discovers 15 primary categories of accessibility most prominently features in these reviews. Word counts for each category provide a prioritized list of which accessibility features are the most central to video game accessibility. This article concludes by introducing the ground floor approach to video game accessibility, which calls for subtitles, difficulty settings, control options, and visual clarity as essential features in modern game design.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"15 22","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139382772","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-02DOI: 10.1177/15554120231223067
Fatima Lopez Naranjo, M. A. Maldonado, Esther Cuadrado, Manuel Moyano
The development and consumption of video games have experienced a significant boom in recent decades. Recently, attention has been paid to the impact they can have on young people and how extremist and radical groups are using them to recruit and reinforce hateful ideas and behaviors. It would be innovative to use this powerful tool to prevent and educate on values and rights, thereby reducing prejudices toward the outgroup. Therefore, the present systematic review aims to gather and systematize existing knowledge on video game-based interventions to reduce and prevent extremism and violent radicalization in young people, following the PRISMA method, analyzing a total of six articles. The results indicate that such interventions can reduce prejudiced behaviors toward outgroup individuals and increase resilience, empathy, and prosocial interactions. However, further exploration in this field is necessary to better understand the mechanisms involved and improve video game designs for preventive purposes.
{"title":"Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review","authors":"Fatima Lopez Naranjo, M. A. Maldonado, Esther Cuadrado, Manuel Moyano","doi":"10.1177/15554120231223067","DOIUrl":"https://doi.org/10.1177/15554120231223067","url":null,"abstract":"The development and consumption of video games have experienced a significant boom in recent decades. Recently, attention has been paid to the impact they can have on young people and how extremist and radical groups are using them to recruit and reinforce hateful ideas and behaviors. It would be innovative to use this powerful tool to prevent and educate on values and rights, thereby reducing prejudices toward the outgroup. Therefore, the present systematic review aims to gather and systematize existing knowledge on video game-based interventions to reduce and prevent extremism and violent radicalization in young people, following the PRISMA method, analyzing a total of six articles. The results indicate that such interventions can reduce prejudiced behaviors toward outgroup individuals and increase resilience, empathy, and prosocial interactions. However, further exploration in this field is necessary to better understand the mechanisms involved and improve video game designs for preventive purposes.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"129 50","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139453650","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}