Playing Chopin

Author(s):  
William Gibbons

This chapter explores two video games that feature the nineteenth-century pianist and composer Frédéric Chopin as the main character: the Japanese role-playing game Eternal Sonata and the mobile game Frederic: Resurrection of Music. The chapter begins by examining three mythic identities that have shaped audience’s understandings of Chopin and his music and that play a role in Eternal Sonata and Frederic: the salon composer, the Romantic composer, and the Slavic composer. To address the challenges of creating a compelling video game narrative about a real-world composer, both games employ innovative but problematic narrative strategies to transform Chopin into a more stereotypically heroic character. Moreover, both games include his music in ways designed to reinforce its musical greatness and increase the music’s appeal to younger audiences.

Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game databases, such as those published on journalistic websites.   Field of application/theoretical foundation: The variable ‘genre’ is often used in content analyses of video games to identify and compare different types of games. Lynch et al (2016), for example, investigate whether the number of sexualized characters differ between various video game genres (Action, Adventure, Fighting, Platformer, Role-Playing-Game, Shooter). However, the definition and validity of different genre lists is controversially discussed in the literature (e.g., Arsenault, 2009). Most content analytic studies adopt the value of the genre variable for a given game from an external source. Most commonly, scholars use one or more databases published on journalistic video game websites (www.ign.com; www.gamespot.com; www.giantbomb.com), on Wikipedia or the database of the Entertainment Software Rating Board (www.esrb.org). Most of the genre classifications in these databases are based on gameplay characteristics rather than narrative themes. For example, both the game Starcraft as well as Anno 1602 are classified as ‘real-time strategy’ on Wikipedia, regardless of the fact that they have rather different settings (science fiction vs. historic). To ensure that games are classified into a few, clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), many content analyses define potential values of the genre variable in a first step (see below). For example, while IGN (www.ign.com) currently categorizes games in 27 different genre categories, studies mostly only differentiate between 9-15 genres (see below). In a second step, the appropriate value of the variable for a given game is coded based on the external sources. Additionally, rules need to be developed that determine how to deal with potential conflicts. At first, if coding is based on multiple sources, it needs to be decided how to deal with potential conflicts between these sources. For example, Hanninger and Thompson (2004) report that “the genre most frequently used” (p. 867) was coded in such cases. In contrast, Lynch and colleagues (2016) prioritized entries in the IGN database and only used additional sources (GiantBomb and Wikipedia) if information was lacking. Moreover, scholars need to decide how to deal with multiple categorizations of a given game in the same database (e.g. Anno 1602 is classified as ‘real-time strategy’ and ‘city-building game’ on Wikipedia). Lynch and colleagues (2016), for instance, coded the first genre from their list which was mentioned in the database. Finally, scholars must also ensure that their shortened list of genres (step 1) is consistent with the potentially more detailed classification approach of external databases or develop a scheme that defines the correspondence between these lists.   References/combination with other methods of data collection: Scholars may also use survey methods to classify games in homogeneous groups. For example, experts or players could be asked to evaluate several games on multiple dimensions, such as setting and gameplay mechanics. Subsequent statistical cluster analysis (e.g., hierarchical clustering) could be applied to identify homogeneous groups of games. Moreover, games could be clustered on the basis of their textual descriptions, for example, in Wikipedia articles. Automated methods, such as latent semantic analysis, can be used for this purpose (e.g. Ryan et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Entry of a game in the video game database published on the journalistic website IGN; if information was unavailable the website GiantBomb as well as Wikipedia were used Genre Predefined list of genres: “action, adventure, casual, children’s entertainment, family entertainment, fighting, flight simulation, horror, platformer, racing, role-playing game (RPG), shooter, sports, strategy, or other/indeterminable” (p. 562) Game Lynch et al., 2016 (reliability not stated) Entry of a game in video game databases published on journalistic websites (IGN, GameSpot, GameFAQs) and the database of the Entertainment Software Rating Board Genre Predefined list of genres: “action, adventure, fighting, racing, role-playing, shooting, simulation, sports, strategy, or trivia” (p. 857) Game Haninger & Thompson, 2004 (reliability not stated) Entry of a game in the video game database of the Entertainment Software Rating Board Genre Predefined list of genres: “adventure, flight simulator, fighting, music, role-playing, racing, shooter, sports, or strategy/puzzle” (p. 65) Game Smith, Lachlan, & Tamborini, 2003 (reliability not stated)   References Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos. Journal for Computer Game Culture, 3(2), 29. Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. JAMA: The Journal of the American Medical Association, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237 Ryan, J. O., Kaltman, E., Mateas, M., & Wardrip-Fruin, N. (2015). What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing. Proceedings of the 10th International Conference on the Foundations of Digital Games, 10. Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4


Author(s):  
Esteban A. Durán-Yañez ◽  
Mario A. Rodríguez-Díaz ◽  
César A. López-Luévano

This chapter describes the insights towards a proposal to integrate a procedural content generation strategy in a computer role-playing usable and accessible learning video game for gaining replayability to encourage engagement and motivation in learners. In order to explain the contextual issues of the topic, the chapter includes a discussion on how computer role-playing video games impact the skills considered crucial for the work in the future—abstraction, system thinking, experimentation, and collaboration—emphasizing the importance of usability and accessibility to ensure effectiveness of the proposal. A first approach of a computer role-playing video game is presented to provide an illustrative example. The prototype will serve for future evaluations with people for usability and accessibility.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


Leonardo ◽  
2011 ◽  
Vol 44 (1) ◽  
pp. 90-91 ◽  
Author(s):  
Tack Woo ◽  
Kwangyun Wohn ◽  
Nigel Johnson

This article introduces a new concept, digital interactivity, through examining local digital culture; and video game culture is employed as a metaphor to interpret local digital culture. As a result, ‘control-’ and ‘communication’-based interaction are initiated, based on ‘user to media’ relationships. Based on the degree of physical interaction, ‘liminal’ and ‘transitive’ interactions are initiated. Less physical digital interaction is described as ‘liminal’ interaction and more physical digital interaction is described as ‘transitive’ interaction. These new classes of digital interaction can be applied to real-world examples, such as digital interactive installation artworks and video games.


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Janne Parkkila ◽  
Kati Järvi ◽  
Timo Hynninen ◽  
Jouni Ikonen ◽  
Jari Porras

The growing video game markets, especially the mobile market, have caused problems in terms of new game products being found by players. Cross-promotion and in-game advertising have been used to promote video games inside each other. However, the digital nature of video games as an interactive medium enables deeper collaboration between video games, and could be used in a more profound manner. We interviewed Finnish video game companies to understand if they were interested in creating deeper collaboration between their game products, and how such collaboration could take place. Based on the results, we built a platform called Gamecloud for connecting games together. We present the platform architecture and demonstrate it in use, with examples of connecting games with other games and connecting games with the real world, alongside an example of physical exercising.


Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.


2010 ◽  
Vol 22 (1) ◽  
pp. 147-165 ◽  
Author(s):  
Minako O’Hagan

Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.


2013 ◽  
Vol 16 (4) ◽  
pp. 260-264 ◽  
Author(s):  
Werner Wirth ◽  
Fabian Ryffel ◽  
Thilo von Pape ◽  
Veronika Karnowski

Sign in / Sign up

Export Citation Format

Share Document