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Topic: Computer game studies


  
  Editorial, Game Studies 0101
To see computer games as merely the newest self-reinvention of Hollywood, as some do, is to disregard those socio-aesthetic aspects and also to force outdated paradigms onto a new cultural object.
Games, however, are often simulations; they are not static labyrinths like hypertexts or literary fictions.
Some would argue that the obvious place for game studies is in a media department, but given the strong focus there on mass media and the visual aesthetics, the fundamentally unique aspects of the games could easily be lost.
www.gamestudies.org /0101/editorial.html   (1565 words)

  
  Ezine
Computers games, on the other hand, do not spring from an older medium with a rich theoretical framework.
He concludes that while computer games do share some of the same traits as narratives, due to the inherently interactive nature of computer games, narrative and interaction cannot exist at the same time and therefore computer games must negotiate a compromise between narrative and interactive elements.
Game Studies is a welcome addition to the body of new media journals.
www.msstate.edu /Fineart_Online/Backissues/Vol_15/faf_v15_n09/text/review06.html   (723 words)

  
 Gamestudies - Issue 0601, 2006
Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.
Although the vast majority of studies undertaking the examination of electronic games and the emergence of a gaming culture deny that games are addictive, a stereotype of the game player as addicted continues to circulate in various strands of ego-psychology and pedagogical study and, with greater force and political affect.
Although the study of digital games is steadily increasing, there has been little or no effort to develop a method for the qualitative, critical analysis of games as "texts" (broadly defined).
www.gamestudies.org   (861 words)

  
 GameSites : Games - Game Studies
Study examines the significance of children's video game play by surveying British Columiba teenagers' attitudes, interests, motives and behaviors toward gaming.
MA thesis by a Danish ludologist arguing that games are not narrative.
Research project on computer games, gamers and the gaming industry.
gamesites.bluechillies.com /section/781066   (420 words)

  
 Towards Computer Game Studies   (Site not responding. Last check: 2007-10-30)
In computer games there are events and existents, the relations and properties of which the player has to manipulate or configure in order to progress in the game or just to be able to continue it.
In computer games this is the relation between user events and system events, or the actions of the player and their interaction with the event structure (happenings) of the game.
One should also note that in computer games there's always a conceptual difference between events as they exist in the game and as they are presented to or generated for the player (very much like textons and scriptons in cybertext theory; see Aarseth 1997, 62).
www.electronicbookreview.com /thread/firstperson/anticolonial   (4568 words)

  
 Half-Real: A Dictionary of Video Game Theory
Games and computers have historically demonstrated an affinity, whereby traditional games have found a new home on computers, and where the computer allows new game forms to appear.
Games are characterized by the fact that the activity in itself is mostly harmless, but that the outcome of the game can be negotiated to lead more serious consequences (such as the exchange of money).
The outcome of a game is quantifiable, meaning that it is meant to be clear whether the outcome was one or another; who won the game (Salen and Zimmerman 2004, 96).
www.half-real.net /dictionary   (3704 words)

  
 Theory vs. Craft in Computer Game Studies (via Jerz's Literacy Weblog)
While the computer game industry is, at bottom, driven by money, what might be called the "theory industry" is stacked with people who are very intelligent, who have been trained their whole career to think in abstract and theoretical terms, and who are completely mystified by things that computer gaming designers take for granted.
As a critical movement, game studies could potentially take all of the traditional humanistic methods in interesting and new directions: training students to read games, to test and try the limits of game systems, to recognize common dynamics and strategies, and to identify the connections between the game and its cultural history.
This is a peculiar moment in the formation of game studies, because on the one hand, there is a tremendous hunger for the training in craft: students want jobs in the games industry, and they're willing to spend a great deal of money and time to better their chances of getting one.
jerz.setonhill.edu /weblog/permalink.jsp?id=2445   (2830 words)

  
 Colleges offering video game studies
Thanks to the growing place of games in mainstream entertainment, universities across the United States are now offering classes in video game design, hoping to teach students skills for a career in a business that now generates roughly as much revenue as Hollywood's domestic box office receipts.
Contrary to popular assumptions about game players, the average age of regular gamers is 29 years old, and statistically, there are more women over the age of 18 playing games than teen-age boys.
Games like "The Sims," where players build virtual people who live in a vast world with families, friends, houses and entertainment events, have made video games more enticing to a wider audience than young boys, Ruiz said.
www.chinadaily.com.cn /english/doc/2004-05/13/content_330409.htm   (941 words)

  
 Handbook of Computer Game Studies by : Book
Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings.
Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity.
Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
www.crimsonbird.com /4/0262182408.html   (538 words)

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