Pub Date : 2023-11-19DOI: 10.1177/15554120231214331
Bard Swallow
This article describes the use of the materiality of the medieval book as a trope of medievalism in neomedieval games. It argues that the materiality of the hybrid writing/printing book culture evoked in these games does not correspond with any given historical period, not even the late 15th-century technical transition from writing to print culture; instead, the games synthesize a variety of details from separate historical periods into a coherent neomedieval book culture that supports player immersion. The player's relationship with this neomedieval book culture is fostered through representations of the materiality of the medieval book, though this materiality can be represented in images or in text, in the game environment or in the user interface. Handling manuscripts and deciphering texts is an important component of the fantasy sought by the audience of neomedieval role-playing games.
{"title":"High Fantasy RPGs and the Materiality of the Medieval Book","authors":"Bard Swallow","doi":"10.1177/15554120231214331","DOIUrl":"https://doi.org/10.1177/15554120231214331","url":null,"abstract":"This article describes the use of the materiality of the medieval book as a trope of medievalism in neomedieval games. It argues that the materiality of the hybrid writing/printing book culture evoked in these games does not correspond with any given historical period, not even the late 15th-century technical transition from writing to print culture; instead, the games synthesize a variety of details from separate historical periods into a coherent neomedieval book culture that supports player immersion. The player's relationship with this neomedieval book culture is fostered through representations of the materiality of the medieval book, though this materiality can be represented in images or in text, in the game environment or in the user interface. Handling manuscripts and deciphering texts is an important component of the fantasy sought by the audience of neomedieval role-playing games.","PeriodicalId":507709,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139260138","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}
Pub Date : 2023-11-15DOI: 10.1177/15554120231211991
Enrico Gandolfi, R. Ferdig, Karlie Krause, Amy Copus, Sarah Ostrowski-Delahanty, Sonia Alemagno
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 online players who completed an online survey about their gaming habits. More specifically, participants were recruited from four different game communities and asked to complete the Internet Gaming Disorder Scale—Short Form, a toxicity-related questionnaire, and the Interpersonal Reactivity Index. Comparisons between the four game communities were also explored. Findings pointed at significant associations between toxicity, empathy, game community, and IGD, suggesting additional research opportunities and counter strategies for preventing negative experiences with online gaming.
{"title":"Problematic Gaming at a Crossroad: Exploring the Interplay Between Internet Gaming Disorder, Toxic Attitudes, and Empathy in Digital Entertainment","authors":"Enrico Gandolfi, R. Ferdig, Karlie Krause, Amy Copus, Sarah Ostrowski-Delahanty, Sonia Alemagno","doi":"10.1177/15554120231211991","DOIUrl":"https://doi.org/10.1177/15554120231211991","url":null,"abstract":"It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 online players who completed an online survey about their gaming habits. More specifically, participants were recruited from four different game communities and asked to complete the Internet Gaming Disorder Scale—Short Form, a toxicity-related questionnaire, and the Interpersonal Reactivity Index. Comparisons between the four game communities were also explored. Findings pointed at significant associations between toxicity, empathy, game community, and IGD, suggesting additional research opportunities and counter strategies for preventing negative experiences with online gaming.","PeriodicalId":507709,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139271965","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}