Biometric technologies deployed at the border virtualize this space in such a manner that frontiers and their lines of demarcation are inscribed onto bodies of migrants. This disappearance of the border as a geographic zone, as addressed in critical border studies, has incited multiple theories. Among these is the theory of borderscapes in which, the suffix ‘-scape’, meaning ‘to shape’, accounts for the hegemonic and counter-hegemonic processes of building national frontiers. This article addresses gamescapes ‐ the designed virtual environment of video games ‐ as a zone in which migrants can perform artistic interventions and enact their mobility within borders. The author positions her walking simulator game Dreams of Disguise: Errantry (2018) as one of such gamescapes. Through the analysis of the game, this article addresses the implications of purposeful movement through the virtual border for black migrants.
{"title":"Scaping the border: On black migrant geographic agency in gamescapes","authors":"Irene Fubara-Manuel","doi":"10.1386/jgvw_00005_1","DOIUrl":"https://doi.org/10.1386/jgvw_00005_1","url":null,"abstract":"Biometric technologies deployed at the border virtualize this space in such a manner that frontiers and their lines of demarcation are inscribed onto bodies of migrants. This disappearance of the border as a geographic zone, as addressed in critical border studies, has incited multiple\u0000 theories. Among these is the theory of borderscapes in which, the suffix ‘-scape’, meaning ‘to shape’, accounts for the hegemonic and counter-hegemonic processes of building national frontiers. This article addresses gamescapes ‐ the designed virtual environment\u0000 of video games ‐ as a zone in which migrants can perform artistic interventions and enact their mobility within borders. The author positions her walking simulator game Dreams of Disguise: Errantry (2018) as one of such gamescapes. Through the analysis of the game, this article\u0000 addresses the implications of purposeful movement through the virtual border for black migrants.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42761862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editorial","authors":"M. Kagen","doi":"10.1386/jgvw_00001_2","DOIUrl":"https://doi.org/10.1386/jgvw_00001_2","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49011219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article explores how players’ attempts at subversive wandering in The Stanley Parable (2013) render the game’s narration unreliable and thus reveal its comments on the nature of ‘agency’ in video games. Unreliability brings the act of narration itself to the fore and exposes its mechanisms of manipulation. Players of The Stanley Parable may seek to contradict the voice-over narration subversively. They must find out, however, that, even though the narrator’s authorial omniscience and power are an illusion, they cannot break away from the predetermined path the game lays out. The narrator and the player are constantly fighting over who gets to tell the story and who therefore wins the game of narrative authority. Subversive wandering, as will be theorized in this article, exposes the impossibility of true player agency in the game’s set structure and comments on how player movement and interaction construct parts of a game’s narrative.
{"title":"The game of narrative authority: Subversive wandering and unreliable narration in The Stanley Parable","authors":"Sarah E. Beyvers","doi":"10.1386/jgvw_00002_1","DOIUrl":"https://doi.org/10.1386/jgvw_00002_1","url":null,"abstract":"This article explores how players’ attempts at subversive wandering in The Stanley Parable (2013) render the game’s narration unreliable and thus reveal its comments on the nature of ‘agency’ in video games. Unreliability brings the act of narration itself\u0000 to the fore and exposes its mechanisms of manipulation. Players of The Stanley Parable may seek to contradict the voice-over narration subversively. They must find out, however, that, even though the narrator’s authorial omniscience and power are an illusion, they cannot break\u0000 away from the predetermined path the game lays out. The narrator and the player are constantly fighting over who gets to tell the story and who therefore wins the game of narrative authority. Subversive wandering, as will be theorized in this article, exposes the impossibility of true player\u0000 agency in the game’s set structure and comments on how player movement and interaction construct parts of a game’s narrative.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41773830","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric, little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these games present. This article uses procedural rhetoric, as well as unit analysis, to analyse the constituent components that scaffold into larger procedural arguments made in the popular simulation game, Europa Universalis IV. This shows how the algorithmic implementations, both at a macro and micro level, advance arguments about colonialism, historical determinism and technological advancement, and how the predominant design philosophy of historical simulation games often reinforces simplistic or fallacious models of history.
{"title":"How the West (was) won: Unit operations and emergent procedural rhetorics of colonialism in Europa Universalis IV","authors":"Kirk Lundblade","doi":"10.1386/jgvw.11.3.251_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.251_1","url":null,"abstract":"Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric,\u0000 little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these\u0000 games present. This article uses procedural rhetoric, as well as unit analysis, to analyse the constituent components that scaffold into larger procedural arguments made in the popular simulation game, Europa Universalis IV. This shows how the algorithmic implementations, both at a\u0000 macro and micro level, advance arguments about colonialism, historical determinism and technological advancement, and how the predominant design philosophy of historical simulation games often reinforces simplistic or fallacious models of history.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47029071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Staines, M. Consalvo, Adam Stangeby, Samia Pedraça
In this article we examine three recent examples of ‘ethically notable games’ (Zagal 2010) and highlight unusual or innovative design features for facilitating moral engagement. Drawing on the work of Miguel Sicart to frame our analysis, our goal is to highlight current trends in ENG (ethically notable games) design and see how commercial games are moving beyond reductive ‘morality meters’ and treating moral choice with greater nuance, resulting ‐ for the most part ‐ in a more morally engaging experience.
{"title":"State of play: Video games and moral engagement","authors":"D. Staines, M. Consalvo, Adam Stangeby, Samia Pedraça","doi":"10.1386/jgvw.11.3.271_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.271_1","url":null,"abstract":"In this article we examine three recent examples of ‘ethically notable games’ (Zagal 2010) and highlight unusual or innovative design features for facilitating moral engagement. Drawing on the work of Miguel Sicart to frame our analysis, our goal is to highlight current\u0000 trends in ENG (ethically notable games) design and see how commercial games are moving beyond reductive ‘morality meters’ and treating moral choice with greater nuance, resulting ‐ for the most part ‐ in a more morally engaging experience.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44943414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Griefing is a term frequently used to derisively characterize a wide set of activities on digital platforms that yield atypical or undesirable outcomes. This article offers a fresh perspective on the phenomenon of griefing by resituating it as a form of cultural production derived from a transgressive and often agonistic approach to spatial storytelling. Considering griefing as an expressive performative activity along these lines allows us to better understand its repercussions across digital platforms and increasingly in the real world. It promises to shed light on the process through which subversive meanings take hold as game lore in a true folkloric sense despite the best efforts of game companies and other controlling interests. As such, griefing activities typically point to and reveal an underlying story problem around which power is negotiated by different virtual communities or stakeholders. Using two cases studies drawn from Second Life, I illustrate how contested meanings develop into full-fledged game lore through the innovative mash-up language of spatial storytelling. Such stories leverage an alternative model of narrativity and open up immersive worlds to a plethora of generative meanings that are full of magic, intrigue and irony.
{"title":"Lore of mayhem: Griefers and the radical deployment of spatial storytelling","authors":"Burcu S. Bakioglu","doi":"10.1386/jgvw.11.3.231_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.231_1","url":null,"abstract":"Griefing is a term frequently used to derisively characterize a wide set of activities on digital platforms that yield atypical or undesirable outcomes. This article offers a fresh perspective on the phenomenon of griefing by resituating it as a form of cultural production derived from\u0000 a transgressive and often agonistic approach to spatial storytelling. Considering griefing as an expressive performative activity along these lines allows us to better understand its repercussions across digital platforms and increasingly in the real world. It promises to shed light on the\u0000 process through which subversive meanings take hold as game lore in a true folkloric sense despite the best efforts of game companies and other controlling interests. As such, griefing activities typically point to and reveal an underlying story problem around which power is negotiated by\u0000 different virtual communities or stakeholders. Using two cases studies drawn from Second Life, I illustrate how contested meanings develop into full-fledged game lore through the innovative mash-up language of spatial storytelling. Such stories leverage an alternative model of narrativity\u0000 and open up immersive worlds to a plethora of generative meanings that are full of magic, intrigue and irony.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43806626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.
{"title":"AR games as a potential source of improved mental well being: Implications for self-help and individual support","authors":"J. Urwin, Catherine Flick","doi":"10.1386/JGVW.11.3.309_1","DOIUrl":"https://doi.org/10.1386/JGVW.11.3.309_1","url":null,"abstract":"This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this\u0000 article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay\u0000 appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows\u0000 broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47193183","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt and Fallout 4. The responses illuminate how certain design decisions have substantial impacts upon both how, and why, particular meanings manifest within the player experience. The article concludes with recommendations for both the design and study of digital games.
{"title":"Towards gameworld studies","authors":"S. Conway, B. Elphinstone","doi":"10.1386/jgvw.11.3.289_1","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.289_1","url":null,"abstract":"This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience. In\u0000 explicating meaning, the authors utilize and link two frameworks: hermeneutic phenomenology and self-determination theory. This interdisciplinary perspective is applied to two data sets, one quantitative, one qualitative, regarding players’ experiences of The Witcher 3: Wild Hunt\u0000 and Fallout 4. The responses illuminate how certain design decisions have substantial impacts upon both how, and why, particular meanings manifest within the player experience. The article concludes with recommendations for both the design and study of digital games.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw.11.3.289_1","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45245228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editorial","authors":"Sonia Fizek, M. Kagen","doi":"10.1386/jgvw.11.3.211_2","DOIUrl":"https://doi.org/10.1386/jgvw.11.3.211_2","url":null,"abstract":"","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.4,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/jgvw.11.3.211_2","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42718138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}