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Understanding Video Games: the Essential Introduction
A textbook on video games written by three researchers affiliated with the Center for Computer Games Studies at the IT University in Copenhagen.
Jill Walker Rettberg - 23.02.2011 - 21:09
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The Nihilanth: Immersivity in a First-Person Gaming Mod
The Nihilanth: Immersivity in a First-Person Gaming Mod
Rita Raley - 05.05.2011 - 15:28
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Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"
“Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
essential differences between videogames and other forms of expressive culture, such as
literature, photography, and cinema. But what about videogames in which action looks like
inaction? What about videogames in which action means sitting still? What about a videogame
that purports to be less a game and more a meditation—a work of literature? In this paper
I explore a prominent yet remarkably understudied example of a slow game—a game that
questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, anEric Dean Rasmussen - 21.06.2012 - 12:55
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Mining the Arteroids Development Folder
In September 2008 Jim Andrews shared with me the “Arteroids Development Folder:” a collection of drafts, versions, source files, and other materials that document the work that led to the publication of his “poetic shoot 'em up" Arteroids (http://www.vispo.com/arteroids/index.htm).
Audun Andreassen - 03.04.2013 - 09:54
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Process-Intensive Fiction
Unlike digital poetry, which has pursued process-intensive directions throughout its history, the dominant directions of digital fiction make relatively light use of computational processes. Whether one looks at the traditions of hypertext fiction, interactive fiction, or video games, the primary model is a set of connections (traveled in different manners) between largely static chunks of language. This panel explores a set of alternatives to this model. The suggested potential panelists include the author of the first book on this topic, published in 2009 (Wardrip-Fruin); one of the authors of Facade, the first fully realized interactive drama (Mateas); the creator of Curveship, a new interactive fiction tool that introduces discourse-level variation as a first-class parameter (Montfort); a prominent author, commentator, and tool builder (Short); the author of Blue Lacunae, a vast, highly variable interactive fiction (Reed); the creator of new algorithms for literary variability based on conceptual blending (Harrell); and the author of the mainstream game industry's most ambitious project in this space, Far Cry 2 (Redding).
Audun Andreassen - 10.04.2013 - 13:39
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GIZMOPOLITAN O cómo reconciliar la femineidad y los videojuegos
This articles examines Gizmopolitan, a female magazine produced by fans whose main theme is how a woman should be in Azeroth -the name of the workd where the role play game online of World of Warcraft is developed. The analysis of this magazine reveals interesting aspects of the dialectic relation between videogames, the gender of players and the content produced by fans (Tosca 2013, translated by Maya Zalbidea)
Maya Zalbidea - 25.06.2014 - 21:09
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New Work on Electronic Literature and Cyberculture
Electronic (digital) literature is developing in every corner of the world where artists explore the possibility of literary expression using computers (and the internet). As a result, innovations in this genre of literature represent unique developments and there is a growing corpus of scholarship about all aspects of electronic literature including the perspective of digital humanities. Contributors to New Work on Electronic Literature and Cyberculture, a special issue of CLCWeb: Comparative Literature and Culture explore theories and methodologies for the study of electronic writing including topics such as digital culture, electronic poetry, new media art, aspects of gender in electronic literature and cyberspace, digital literacy, the preservation of electronic
literature, etc.Maya Zalbidea - 11.08.2015 - 10:48
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Patched In: A Conversation with Anne-Marie Schleiner about Computer Gaming Culture
An essay by Tara McPherson (and a conversation with Anne-Marie Schleiner) concerning patch mutations, opensorcery, and other explainable gaming offshoots.
(Source: EBR)
Filip Falk - 15.12.2017 - 16:50
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Sim Capital: General Intellect, World Market, Species Being, and the Video Game
Nick Dyer-Witheford figures the place of video games in the global market, drawing on Marx’s “species being” for scratch paper.
(Source: EBR)
Filip Falk - 15.12.2017 - 17:14
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Interview with Mez Breeze
Mez Breeze is an awarded artist and writer of new media works. The topics in this interview range from code works, the importance of learning to code and the interplay of fiction, video games and art in some of her latest works that are characterized by multimodal narrative, game mechanics and VR technology.
Daniele Giampà - 05.04.2018 - 21:16