In the area of Game Studies, the study of Japanese videogames is a main object of research due to their historical role in the modern shaping of the medium. Yet despite that, the number of studies dedicated to discern its relationship... more
Anyone interested in games, gaming and the games industry, whether in the UK or internationally, will be aware of the recent and continuing changes sweeping the market. These changes are turning last generation's market losers into clear... more
Some collective efforts to preserve and disseminate Portuguese digital games are led by retro gaming communities and have contributed to the emergence of other narratives about the history of video games in the last decade in Portugal. In... more
In this paper, we discuss the arts-based, collaborative research we have been carrying out as part of a research project that aims to map the evolution of female participation in the digital games sector in Portugal. Artists, designers,... more
In the 2016 referendum, a narrow majority of the British people voted in favour of the UK leaving the European Union. The Sport Interactive game studio, which makes the Football Manager game series, also reacted to the voting result, and... more
Tout ce qui ne tue pas me rend plus fort » écrivait en 1888 le philosophe allemand Friedrich Nietzsche dans son Crépuscule des Idoles 1 . Cette maxime, ou apophtegme, est depuis devenue celle de nombreux jeux vidéo, dont les héros gagnent... more
A famiclone denotes a counterfeit game console designed to replicate the workings, aesthetics and play experience of the Japanese Nintendo Famicom. This presentation documents the history of famiclone’s in China, but also explores their... more
This article concerns the changing reception of the Japanese gaming media ecosystemm from the 2010's until today. It draws on previous fieldwork done by researchers like Mikhail Fiadotau, Michael William Vogel and Christopher Helland,... more
This research examines the portrayal of the Ottoman Empire in popular video games, including Assassin's Creed Revelations, Empire Total War, and Civilization V. The objective of this study is to explore the extent to which video games can... more
Der Beitrag ordnet Computerspiele mit historischem Inhalt in das Feld der populären Erinnerungskultur ein. Vor diesem Hintergrund wird ein methodologischer Ansatz für eine machtkritische Analyse von Historienspielen entwickelt. Die... more
Normandian maihinnousu alkoi 6. kesäkuuta ja Karjalan kannaksen suurhyökkäys 10. kesäkuuta 1944. Suomessa niitä muistetaan toisistaan irrallisina, vaikka kyse oli samasta liittoutuneiden voittoon johtaneen strategian kokonaisuudesta. Sen... more
Käsittelemme tässä artikkelissa digitaalisen kilpapelaamisen ja elektronisen urheilun "esihistoriaa" Suomessa. Lähestymme aihepiiriä erityisesti varhaisten, 1980-luvun ja 1990-luvun alun tietokone-ja videopelikilpailujen sekä... more
Käsittelemme tässä artikkelissa digitaalisen kilpapelaamisen ja elektronisen urheilun “esihistoriaa” Suomessa. Lähestymme aihepiiriä erityisesti varhaisten, 1980-luvun ja 1990-luvun alun tietokone- ja videopelikilpailujen sekä... more
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Bond—James Bond. In the 80s and 90s, the debonair superspy’s games failed to live up to the giddy thrills of his films. That all changed when British studio Rare unleashed GoldenEye 007 in 1997. In basements and college dorms across the... more
In unserer Einleitung zum Thema bieten wir zunächst eine Übersicht über den Kritikbegriff und verengen das Feld dann auf für uns relevante Ansätze. Danach geben wir einen kurzen Abriss über bisherige kritische Annäherungen an das Phänomen... more
Representation in video games encompasses the portrayal of characters, narratives, cultures, and gameplay mechanics. This abstract highlights the importance of diverse and authentic representation in fostering inclusivity, reflecting... more
Para estudar o imaginario do fim do mundo, o Instituto de Literatura Comparada Margarida Losa organiza, desde 2013, uma serie de seminarios abertos, coincidindo com os equinocios e os solsticios. Os libretos Materiais para o Fim do Mundo... more
The author asks what has occurred in game history scholarship to warrant the use of the adjective "new" in "New Video Game History" and suggests an awareness of process may now be influencing the study of games. In support of this... more
O futebol é um fenômeno sociocultural que está diretamente relacionado com a formação da identidade brasileira. Agindo nas mais diversas esferas da cultura do país, sendo uma delas a do lazer. Para o brasileiro, o futebol é um referencial... more
Politik lässt sich, neben vielen weiteren Definitionen, allgemein als "die Gesamtheit der Aktivitäten zur Vorbereitung und zur Herstellung gesamtgesellschaftlich verbindlicher und/oder am Gemeinwohl orientierter und der ganzen... more
Nessuna parte di questo libro può essere riprodotta o trasmessa in qualsiasi forma o con qualsiasi mezzo elettronico, meccanico o altro senza l'autorizzazione scritta dei proprietari dei diritti e dell'editore. Tutti i diritti riservati.... more
CENTER (ERIC) 'tkhis document has been reproduced as eceived from the person or organization originating it O Minor changes have been made to improve reproduction Quality Points of view or opinions stated m this &cu.
Tämä Pelitutkimuksen vuosikirja on jo kymmenes laatuaan. Kun ensimmäisen Pelitutkimuksen vuosikirjan johdanto vuonna 2009 lähti liikkeelle pelien ja pelitutkimuksen määrittelyistä, ei nyt ole enää tarvetta aivan samanlaiseen oman... more
Se presentan tres experiencias realizadas a través de aprendizaje de creación de videojuegos utilizando el software SCRATCH en diferentes contextos y poblaciones. Las poblaciones que participaron de la experiencia provenían de distintos... more
INTRODUCTION For more than forty years, voice interaction in gaming has been a mirage: a vision for how games of the future will play that has never quite arrived. Voice has been heralded as a “natural” mode of interaction (Aylett et al.... more
O que proponho neste artigo é uma contribuição ao Archaeogaming, entendendo que jogos digitais podem, sim, ser analisados sob o viés arqueológico, não devendo nada às demais categorias de artefatos que nós, enquanto cientistas, criamos e... more
1988 que tuvo como principales contendientes a Carlos Salinas de Gortari (Partido Revolucionario Institucional), Cuauhtémoc Cárdenas Solórzano, (Frente Democrático Nacional) y Manuel J. Clouthier (Partido Acción Nacional)). Desde entonces... more
In the twenty-first century, video games are a growing medium as technological advances have made them more accessible in this era. The history of video games will be addressed in relation to the major emphasis of the paper, which is... more
Based on a consideration of the outlooks of the Social Construction of Technology (SCOT), Actor-Network Theory (ANT), as well as theories in the philosophy of technology, this critical essay is an argument for a greater recognition of the... more
Se presentan tres experiencias realizadas a través de aprendizaje de creación de videojuegos utilizando el software SCRATCH en diferentes contextos y poblaciones. Las poblaciones que participaron de la experiencia provenían de distintos... more
The notion of a “game port” appears in both: the popular discourse surrounding video games as well as the academic discourse. As pointed out in the literature, it is notoriously vague and often overlaps with other similar concepts, such... more
Genvo, Sébastien; Pignier, Nicole 2011. Comprendre les fonctions ludiques du son dans les jeux video. Pour la formulation d'un cadre théorique de sémiotique multimodale.
This work aims to trace the evolution of Finnish-Russian relations, starting with Finland's independence (1917) and ending with the present day. Particular attention is paid to the second post-war period, during which the Finnish country,... more
The purpose of this article is to analyze the relationship between digital games and temporality based on the relationship between the technological elements that establish the relationship between player and game. From an arbitrarily... more
Il tema Nel racconto La vita privata (The Private Life, 1893), Henry James raffigura uno scrittore sdoppiato fra un io diurno brillante e mondano, e un io notturno che lavora nel silenzio e nel buio assoluti, concentrato fino a... more
Real-Time Strategy (RTS) games typically take place in a warlike setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In... more
This paper suggests a speculative scenario for the Israeli games industry. In this scenario we live in a cosmopolitan age whereby digital games produced in the peripheral countries will attain global acknowledgement by incorporating local... more
Games which involve historical topics have always been a staple of digital games, but at the same time they have often caused controversy and debate. This paper traces some of the pitfalls inherent to the creation of historical games, as... more
This paper presents an interdisciplinary project developed with students of the courses of science of the computation and pedagogy, with the objective of producing educational software. Three stages were accomplished, in the first they... more
Resumen: El artículo abarca el universo ideológico de José Saramago en la novela "Ensayo Sobre la Ceguera" (1998), el objetivo es identificar las posturas ideológicas del autor, convirtiendo la propuesta en un análisis que enfatiza la... more
bereiche/institutinterpretation. 13 www.hkb.bfh.ch/de/ forschung/forschungs bereiche/institute-ofdesign-research. 14 www.hkb.bfh.ch/de/ forschung/forschungs bereiche/institutmaterialitaet-in-kunstund-kultur. 15 www.sinta.unibe.ch. 16... more
The doctoral thesis of Jouko Marttila, Master of Social Sciences, in the field of political history puts in the historical context the convergence of economic policies of the National Coalition Party and the Social Democratic Party. The... more