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[ecrea] Journal of Gaming & Virtual Worlds 10.2 published
Mon Aug 06 12:14:00 GMT 2018
Intellect is happy to announce that the Journal of Gaming & Virtual
Worlds 10.2 is now available! For more information about this journal,
click here >>https://bit.ly/2OdYl7q
Articles include:
*_Illusions of space and time: An ethical approach to temporality in games_*
Authors: Steve Wilcox
Page Start: 115
Time is a much-explored topic in game studies, as are questions of
historical accuracy and ethics. However, an ethics of time in games
remains relatively unexplored. This article takes an ethical approach to
theorizing game time, drawing on French philosopher Michel Serres’s
distinction between linear and topological time. Serres argues that
conceiving of time linearly commits us to the belief that progress
itself is a deterministic and oftentimes violent series of upheavals.
Contemporary video games that play with time seem to exemplify this.
Games like Braid, Assassins Creed and Prince of Persia: The Sands of
Time have players manipulate time for the explicit purpose of
reproducing a singular narrative, compelling players to synchronize
their decisions with a violent, linear series of events. In this article
such games are contrasted with more temporally topological titles such
as Her Story, The Legend of Zelda: Majora’s Mask and Life is Strange,
which deconstruct linearity and demonstrate the ethical affordances of
non-linear game temporalities.
_*‘Very much like any other Japanese RPG you’ve ever played’: Using
undirected topic modelling to examine the evolution of JRPGs’ presence
in anglophone web publications
*_
Authors: Jérémie Pelletier-Gagnon
Page Start: 135
What types of discourses characterize Japanese role-playing games
(JRPGs) as a genre of video games? Why is the genre so difficult to
define, and why has it become polarizing within the gaming community?
This article suggests an outline of the evolution of the discourse
surrounding JRPGs based on a macroanalysis of the anglophone online
gaming press. Using undirected topic modelling text mining methodology
to analyse a corpus of 2053 JRPG reviews gathered from ten different
online journalistic outlets posted between 1992 and 2014, this article
demonstrates the circumstances of the gradual introduction of the term
Japanese role-playing games in online publication, first as an extension
of other examples Japanese pop culture in the late 1990s and early
2000s, and subsequently as its own genre appropriated by anglophone
gaming culture in the mid-2000s onwards and subjected to this
community’s particular regime of values.
*_
Ideology and the virtual city: Social critique and conformity in video
game power fantasies_*
Authors: Jon Bailes
Page Start: 149
This article analyses three video games based in modern urban settings,
Saints Row IV, Grand Theft Auto V and No More Heroes, to consider how
they convey different ideological responses to modern consumer societies
in their structural and narrative elements. Using Marxist and
psychoanalytic concepts, I consider how expectations surrounding work,
leisure, property and relationships create antagonisms that individuals
must reconcile with life experience. I then show how the three games
exemplify different forms of ideology, in the shape of ‘power fantasies’
that manifest these antagonisms and attempt to resolve them. Throughout
the article, I reference social theorists such as Fredric Jameson,
Slavoj Žižek and Herbert Marcuse to define the ‘neo-liberal’ cultural
background from which these ideologies emerge, and outline their
features. Such perspectives help evaluate the games as cultural products
of today’s neo-liberalized social order, which, I argue, struggle to
interrogate systemic issues, but nonetheless contain hints of deeper
social critique.
_*‘What is my Call of Duty?’: Exploring the importance of player
experience in a first-person shooter video game*_
Authors: Marina Krcmar, Rory McGloin And Shu Scott Li
Page Start: 167
The purpose of this study was to examine the relationship between
previous gameplay experience and game responses and perceptions, such as
guilt and stress, as well as in-game behaviour. Based on a
dual-processing approach, we expected more experienced players to
process games using a more effortful, system 2 type processing; whereas,
less experienced players would process the game using the more automatic
system 1 type processing. Further, we expected these differences in
processing to be related to differences in guilt, stress and in-game
outcomes. Consistent with these predictions we found that more
experienced game players perceived game characters as less
anthropomorphic and experienced less stress from shooting at in-game
characters. In addition, perceiving game characters as more
anthropomorphic was related to increased feelings of guilt after
gameplay as well as an increase in stress resulting from shooting at
in-game characters. Stress was negatively related to lower overall
bullet counts and increased feelings of guilt. Results are discussed in
terms of a dual-processing approach to video gameplay.
*_Book Review_*
Authors: Saffyre Falkenberg
Page Start: 189
(En)coding identity: The politics of representation in video games
Gaming Representation: Race, Gender, and Sexuality in Video Games,
Jennifer Malkowski and TreaAndrea M. Russworm (eds) (2017)
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