Pub Date : 2023-12-14DOI: 10.1177/15554120231219729
Laurence May, Ben Hall
Anchored in the Anthropocene era's paradigm of human mastery over nature, Cities: Skylines grants its players extensive agency to shape untouched terrains into sprawling cities. We draw upon “ecological thought”—a mode of awareness that highlights the radical interconnectedness of all beings and their environments—to consider the ecological dynamics of city-building by the game's players. Analyzing player-generated paratexts from online game communities reveals that while many players aspire toward ecocentric city designs, they instead inadvertently restage the asymmetric planetary relationship emblematic of our current era. Our analysis uncovers the capital-driven assumptions that characterize human–environment relations in the game. Attempts at ecocentric aesthetics invariably subsumed by cybernetic interactions that privilege the Anthropocene's prevailing power dynamics. These expressions highlight the inherent contradictions of the Anthropocene era as encountered in Cities: Skylines and illustrate the permeability between the contemporary material world and digital play.
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Pub Date : 2023-12-12DOI: 10.1177/15554120231217538
Prema Arasu
Today, H. P. Lovecraft's popular culture legacy resides in the shared world of the Cthulhu Mythos and in the iconography of its monsters. Rather than attempt to definitively identify what makes something Lovecraftian, this paper takes a reception theory informed approach to investigate the ways in which the user-defined ‘Lovecraftian’ tag is applied on Steam. This paper identifies the recurrence of sanity mechanics, tentacularity, and parody in the games that users have tagged as ‘Lovecraftian’ and discusses how these elements adapt and respond to Lovecraft's mythos and cosmicist philosophy. The Lovecraftian games available on Steam, as they have been identified by their consumers, indicate that the digital game is a worthwhile platform for adaptations of the works of H. P. Lovecraft due to the interactivity offered by the medium. However, many of these games also contain subversive or parodic elements that undermine Lovecraft's cosmicism.
如今,H. P. 洛夫克拉夫特的大众文化遗产存在于《克苏鲁神话》的共享世界及其怪物图标中。本文并不试图明确指出什么是 "洛夫克拉夫特式",而是从接受理论的角度出发,研究用户定义的 "洛夫克拉夫特式 "标签在 Steam 上的应用方式。本文指出了在用户标记为 "Lovecraftian "的游戏中反复出现的理智机制、腾跃性和戏仿,并讨论了这些元素如何适应和回应洛夫克拉夫特的神话和宇宙主义哲学。Steam平台上的 "洛夫克拉夫特风格 "游戏,正如其消费者所认定的那样,表明数字游戏是一个值得改编H. P. 洛夫克拉夫特作品的平台,因为该媒介提供了互动性。然而,其中许多游戏也包含颠覆性或戏仿元素,破坏了洛夫克拉夫特的宇宙观。
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Pub Date : 2023-12-12DOI: 10.1177/15554120231218046
Alexander Stainton, Seán G. Roberts, Stephanie Rennick
The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization.
{"title":"Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish","authors":"Alexander Stainton, Seán G. Roberts, Stephanie Rennick","doi":"10.1177/15554120231218046","DOIUrl":"https://doi.org/10.1177/15554120231218046","url":null,"abstract":"The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"2 2","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139008104","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 : 2023-11-13DOI: 10.1177/15554120231211376
Lasse Juel Larsen, Bo Kampmann Walther
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize this aspect from a situational as well as an existential perspective. Furthermore, we advance an analytical scheme of the threat of the computational monster, which is radically different from the traditional academic approach with its emphasis on the representation of monsters. Overall, we argue that the threat players perceive when facing monsters in computer games springs more from the computational nature of monsters—how they upset progression and the feeling of control—and less from the representation of the monster(s).
{"title":"Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play","authors":"Lasse Juel Larsen, Bo Kampmann Walther","doi":"10.1177/15554120231211376","DOIUrl":"https://doi.org/10.1177/15554120231211376","url":null,"abstract":"This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize this aspect from a situational as well as an existential perspective. Furthermore, we advance an analytical scheme of the threat of the computational monster, which is radically different from the traditional academic approach with its emphasis on the representation of monsters. Overall, we argue that the threat players perceive when facing monsters in computer games springs more from the computational nature of monsters—how they upset progression and the feeling of control—and less from the representation of the monster(s).","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"123 19","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136352147","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 : 2023-11-07DOI: 10.1177/15554120231210599
Tomasz Z. Majkowski, Magdalena Kozyra, Aleksandra Prokopek
This article provides in-depth analysis of Hellish Quart: a fighting game set in 17th century Polish–Lithuanian Commonwealth, and cherished for its realism, vis-a-vis Neosarmatian ideology of the Polish alt-right: the current iteration of centuries-old origin myth of Polish nobility. While we do not consider the game a willing participant in the proliferation of Alt-Sarmatian ideas, we claim the pervasiveness of Sarmatism within Polish national identity makes it difficult not to consider the conservative approach to national history a “realistic one.” In this article, we present the shortened history of both Sarmatian myth and the special place sabre-fighting occupies in Polish culture, and utilize them to understand ideological entanglement of the “realism” offered by Hellish Quart regarding the vision of the past and the mechanics of combat.
{"title":"Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology","authors":"Tomasz Z. Majkowski, Magdalena Kozyra, Aleksandra Prokopek","doi":"10.1177/15554120231210599","DOIUrl":"https://doi.org/10.1177/15554120231210599","url":null,"abstract":"This article provides in-depth analysis of Hellish Quart: a fighting game set in 17th century Polish–Lithuanian Commonwealth, and cherished for its realism, vis-a-vis Neosarmatian ideology of the Polish alt-right: the current iteration of centuries-old origin myth of Polish nobility. While we do not consider the game a willing participant in the proliferation of Alt-Sarmatian ideas, we claim the pervasiveness of Sarmatism within Polish national identity makes it difficult not to consider the conservative approach to national history a “realistic one.” In this article, we present the shortened history of both Sarmatian myth and the special place sabre-fighting occupies in Polish culture, and utilize them to understand ideological entanglement of the “realism” offered by Hellish Quart regarding the vision of the past and the mechanics of combat.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"79 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135539976","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 : 2023-11-05DOI: 10.1177/15554120231208735
Tianming Cao, Hongya Zhou, Anqi Feng
This study examines Chinese Wuxia games (martial arts) as cultural artifacts, utilizing a cultural historical approach to analyze their textual content and gameplay in order to explore the construction of cultural identity. I investigate the localization of early games and identify the cultural consciousness of early producers between 1990 and 1995. Through decoding cultural symbols, this research reveals the fixed cultural sources and components of cultural identity from 1995 to 2003. From 2004 to 2009, I examine how the industry's overall decline resulted in fatalism being projected onto the game design, leading to the integration of Wuxia games with contemporary culture and historical characteristics. Between 2010 and 2021, with the growth of player subjectivities, the construction of player identity reveals the fluid nature of cultural identity. This study also identifies three layers of Xia (martial arts hero) identity, including group affiliation, judgment, and creed.
{"title":"Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China","authors":"Tianming Cao, Hongya Zhou, Anqi Feng","doi":"10.1177/15554120231208735","DOIUrl":"https://doi.org/10.1177/15554120231208735","url":null,"abstract":"This study examines Chinese Wuxia games (martial arts) as cultural artifacts, utilizing a cultural historical approach to analyze their textual content and gameplay in order to explore the construction of cultural identity. I investigate the localization of early games and identify the cultural consciousness of early producers between 1990 and 1995. Through decoding cultural symbols, this research reveals the fixed cultural sources and components of cultural identity from 1995 to 2003. From 2004 to 2009, I examine how the industry's overall decline resulted in fatalism being projected onto the game design, leading to the integration of Wuxia games with contemporary culture and historical characteristics. Between 2010 and 2021, with the growth of player subjectivities, the construction of player identity reveals the fluid nature of cultural identity. This study also identifies three layers of Xia (martial arts hero) identity, including group affiliation, judgment, and creed.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"53 13","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135725711","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 : 2023-10-30DOI: 10.1177/15554120231209804
Sarah Freye
In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).
在本文中,我将提供电子游戏的生态批判方法,帮助分析游戏设计师如何使用基于选择的游戏机制,为用户提供一种面对人类在气候危机中的角色的方法。《I Was a Teenage exocolism》将游戏玩法和叙述无缝地结合在一起,帮助玩家培养对人类世的新理解:“让一个星球变得不适宜居住不费什么力气,但却要付出巨大的努力来恢复它”(《exocolism》,13岁)。
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Pub Date : 2023-10-17DOI: 10.1177/15554120231208406
Danielle Deavours
More attention is being brought to the identity challenges minority gamers face. However, as the gaming industry moves into virtual spaces and virtual reality (VR) gaming continues to grow in popularity, it is important to understand how identity and the virtual metaverse combine. Using a carnal autoethnography of a competitive woman VR gamer's lived experiences with sexism and misogyny over 6 months, this study explores how many women experience VR games as outsiders in a male-dominated space. Through the application of ambivalent sexism theory, this study shows virtual platform affordances can both help and harm minority gamers in their quest to be accepted in gaming communities. This study is among the first to examine gendered experience of VR gaming, especially from an autoethnographic frame, contributing to existing literature in women and gaming. This work calls on players, developers, educators, and research to emphasize allyship and media literacy to encourage more diverse virtual spaces.
{"title":"Virtual Allies: Why Allyship is Critical to Diversification of Virtual Reality Gaming?","authors":"Danielle Deavours","doi":"10.1177/15554120231208406","DOIUrl":"https://doi.org/10.1177/15554120231208406","url":null,"abstract":"More attention is being brought to the identity challenges minority gamers face. However, as the gaming industry moves into virtual spaces and virtual reality (VR) gaming continues to grow in popularity, it is important to understand how identity and the virtual metaverse combine. Using a carnal autoethnography of a competitive woman VR gamer's lived experiences with sexism and misogyny over 6 months, this study explores how many women experience VR games as outsiders in a male-dominated space. Through the application of ambivalent sexism theory, this study shows virtual platform affordances can both help and harm minority gamers in their quest to be accepted in gaming communities. This study is among the first to examine gendered experience of VR gaming, especially from an autoethnographic frame, contributing to existing literature in women and gaming. This work calls on players, developers, educators, and research to emphasize allyship and media literacy to encourage more diverse virtual spaces.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"244 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135993823","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 : 2023-10-17DOI: 10.1177/15554120231206429
Cristian Parra Bravo
Mechanics and narrations must be in the appropriate consonance to keep gamers engaged with the game; here is where time structures become crucial. Based on bibliographical revision and empiric observation, this work proposes the idea of temporal constraints as a concrete design variable that allows designers and researchers to measure and analyze how the game systems regulate progression time of players in the game. Temporal constraints are presented as a techno-aesthetic ludo-narrative component of video games; it combines the ludic and narrative aspects of the game. As a result, critical aspects of the new concept are clarified, and future research ideas are outlined.
{"title":"Aesthetics, Engagement, and Narration: Temporal Constraint as an Articulator of Ludo-Narrative Time","authors":"Cristian Parra Bravo","doi":"10.1177/15554120231206429","DOIUrl":"https://doi.org/10.1177/15554120231206429","url":null,"abstract":"Mechanics and narrations must be in the appropriate consonance to keep gamers engaged with the game; here is where time structures become crucial. Based on bibliographical revision and empiric observation, this work proposes the idea of temporal constraints as a concrete design variable that allows designers and researchers to measure and analyze how the game systems regulate progression time of players in the game. Temporal constraints are presented as a techno-aesthetic ludo-narrative component of video games; it combines the ludic and narrative aspects of the game. As a result, critical aspects of the new concept are clarified, and future research ideas are outlined.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136034032","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 : 2023-10-17DOI: 10.1177/15554120231206862
Ștefania Matei
This article discusses how genre-related procedural rhetorics might be employed in video games to (re)shape the way we think about history. The theoretical interpretation follows a postphenomenological line of inquiry in understanding how the sense of collective memory is shaped across playable environments. Through their medium-specific characteristics, historical video games define the nature of the representations through which history is brought to human experience and knowledge. However, collective memory should be understood neither as a process of recall nor as an aesthetics of historiophoty, but, rather, as a phenomenon of technological mediation: historical video games disclose the reality of the past as “a world to be remembered” and shape humans as “remembering subjects” in morally relevant ways. Therefore, video games based on history participate in the politics of remembrance and play a powerful role in the governance of mnemonic subjectivity by activating and reifying contingent norms of commemoration.
{"title":"The Technological Mediation of Collective Memory Through Historical Video Games","authors":"Ștefania Matei","doi":"10.1177/15554120231206862","DOIUrl":"https://doi.org/10.1177/15554120231206862","url":null,"abstract":"This article discusses how genre-related procedural rhetorics might be employed in video games to (re)shape the way we think about history. The theoretical interpretation follows a postphenomenological line of inquiry in understanding how the sense of collective memory is shaped across playable environments. Through their medium-specific characteristics, historical video games define the nature of the representations through which history is brought to human experience and knowledge. However, collective memory should be understood neither as a process of recall nor as an aesthetics of historiophoty, but, rather, as a phenomenon of technological mediation: historical video games disclose the reality of the past as “a world to be remembered” and shape humans as “remembering subjects” in morally relevant ways. Therefore, video games based on history participate in the politics of remembrance and play a powerful role in the governance of mnemonic subjectivity by activating and reifying contingent norms of commemoration.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136033328","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}