scholarly journals The Zombie Aesthetics and the Post-Apocalyptic Franchise

Author(s):  
Kevin Stewart

THE ZOMBIE AESTHETICS AND THE POST-APOCALYPTIC FRANCHISEON MARCH 22nd 1996, Japanese video game company Capcom Inc. released Biohazard, the first of their new immersive zombie survival-horror role playing games (RPGs) for the Sony PlayStation. Released in the West as Resident Evil, George A. Romero's model of the animated cadaver and Lucio Fulci's command of the atmospheric combined to provide the main inspiration for the game's visual and narrative aesthetic (Poole, 79): a complete and immersive reworking of the zombie genre by Tokyo based video game producer Shinji Mikami. Although not the first video game franchise to attain cult recognition or make a successful transfer to the big screen - Lara Croft and the Tomb Raider franchise come to mind - a determination, "to repackage the zombie as a mainstream monster and an icon of cool" (Russell, 171) clearly paid off: The Resident Evil games had succeeded...

2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


2021 ◽  
pp. 122-151
Author(s):  
Sylvia Sierra

This chapter examines how Millennial friends in their late twenties appropriate texts from video games they have played to serve particular social interactive functions in their everyday face-to-face conversations. Speakers use references to the video games Papers, Please, The Oregon Trail, Minecraft, and Role Playing Games (RPGS) to shift the epistemic territories of conversations when they encounter interactional dilemmas. These epistemic shifts simultaneously rekey formerly problematic talk (on topics like rent, money, and injuries) to lighter, humorous talk, reframing these issues as being part of a lived video game experience. Overlapping game frames are laminated upon real-life frames and are strengthened by embedded frames containing constructed dialogue. This chapter contributes to understanding how epistemic shifts relying on intertextual ties can shift frames during interactional dilemmas in everyday conversation, which is ultimately conducive to group identity construction.


Author(s):  
Paal Fjeldvig Antonsen

Abstract The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.


2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Chaowanan Khundam ◽  
Frédéric Nöel

Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. VR exergame applies these trends together for virtual fitness with immersive game play. The VR locomotion is traveling in VR, which is commonly used in adventure role-playing games (RPG). Virtual running can be applied as a locomotion technique for VR exergames. The design of virtual running in VR exergames should be considered as an exercise for fitness and also for enjoyment. This paper proposed two motion-based locomotion techniques: ArmSwing and Squat for virtual running, which are considered as aerobic and strength exercise. These two postures were used to study how physical exertion affected players while interacting in the test scene. Usability, motion sickness, and enjoyment were assessed to analyze the differences of each posture. The results showed that motion sickness and enjoyment of ArmSwing and Squat were not different, while usability was different where ArmSwing was rated higher than Squat. The results from the interviews suggest that most players preferred aerobic exercise (ArmSwing) more than strength exercise (Squat) for a long period of exercise. However, for a short period of exercise, players preferred strength exercise more than aerobic exercise. The adventure-based RPG for exercise needs a solution design appropriate for virtual running in VR, and our results can be a guideline for developers in order to handle motion-based locomotion for VR exergames.


2021 ◽  
Vol 1 (2) ◽  
pp. 12-15
Author(s):  
Bethoven Kharisma

Role-playing games merupakan merupakan salah satu genre utama dari sebagian banyak game dan ada dalam bentuk dan format yang berbeda. Dalam sebuah game cenderung menggunakan musik cinematic yang mampu membawa suasana dan emosi kepada pemain game tersebut. Pemilihan soundtrack Genshin Impact pada “Main Theme: from The Wind and The Star Traveler” sebagai objek penelitian dikarenakan penataan musik cinematic yang megah. Penelitian kualitatif deskriptif ini memiliki tujuan untuk menganalisis teknik pengolahan komposisi dari soundtrack tersebut. Metode yang digunakan adalah studi diskografi, studi literatur, dan observasi. Hasil menunjukkan bahwa soundtrack “Main Theme” pada Genshin Impact dimainkan dakam tonalitas D Mayor dengan tempo 82 bpm. Dalam soundtrack Main Theme terdiri dari beberapa bagian yaitu, intro, verse, chorus, dan outro. Elemen musik pada soundtrack Main Theme juga diketahui berdasarkan ritme, dinamika, harmoni, tekstur, dan bentuk. Musik soundtrack tersebut mengandung suasana yang sederhana tapi megah dari penggunaan tonalitas mayor, poliritme, dan pengembangan motif utama yang memperkaya.  Role-playing games are one of the main genres of many games and come in many different forms and formats. A game tends to use cinematic music that can bring atmosphere and emotions to the game's players. The selection of the Genshin Impact soundtrack on "Main Theme: from The Wind and The Star Traveler" as the object of research is due to the magnificent cinematic music arrangement. This descriptive qualitative study aims to analyze the compositional processing techniques of the soundtrack. The method used is discography study, literature study, and observation. The results show that the “Main Theme” soundtrack on Genshin Impact is played in a D Major tonality with a tempo of 82 bpm. The Main Theme soundtrack consists of several parts: intro, verse, chorus, and outro. The musical elements in the Main Theme soundtrack are also known based on rhythm, dynamics, harmony, texture, and form. The soundtrack's music contains a simple but majestic atmosphere of the enriching use of major tonality, polyrhythm, and development of central motifs. 


2019 ◽  
Vol 21 (3) ◽  
pp. 315-333 ◽  
Author(s):  
Iulia Coanda ◽  
Stef Aupers

It is a mainstay in game studies that Massively Multiplayer Online Role-Playing Games are boasting social relations and community formation. Considering games as “sociotechnical” environments, this article studies how the usage of external communication technologies in an online video game guild shapes the members’ social dynamics. Based on a one-year ethnographic study of a women’s guild in The Elder Scrolls Online (TESO), the analysis shows that the infrastructure of TESO guards anonymous interaction by default and contributes to the game as a “safe space.” The displacement of guild communication to media platforms outside the game, however, unleashed mechanisms of disclosure: a leakage of information from the private, domestic domain via TeamSpeak and the “sharing” imperative of personal information on Facebook. Such techno-induced forms of personal disclosure act as a double-edged sword: they strengthen the guild’s social bonds but, simultaneously, breed tensions, peer-to-peer surveillance, and social control within the guild.


Author(s):  
Joseph C. DiPietro ◽  
Erik W. Black

A better understanding of virtual character avatars is needed in order to explore the underlying psychology that the avatar represents to the user. In addition to providing an overview and introduction to massively multiplayer online role-playing games (MMORPGs), this chapter provides an introduction to visual ethnographic analysis of character avatars in video game environments. The chapter details an example of mixed methodology for conducting visual analysis research specific to Linden Lab’s Second Life and details some of the methodological challenges that researchers will encounter when engaged in this type of investigation.


2019 ◽  
Vol 16 (2) ◽  
pp. 115
Author(s):  
Ardian Indro Yuwono ◽  
Gabriel Roosmargo Lono Lastoro Simatupang ◽  
Aprinus Salam

In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.


1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Theresa A. O’Connell ◽  
Yee-Yin Choong ◽  
John Grantham ◽  
Michael Moriarty ◽  
Wyatt Wong

We investigated collaboration during a riddle-solving video game in a virtual world that drew elements from massively multiplayer online role-playing games and serious games. This disclosed benefits of collaborative game play over non-collaborative play in a virtual world. Participants were in the digital natives age range. Collaboration conditions varied over five sessions. We derived implications for accommodating collaboration in visual analytic (VA) tools. We have determined future research directions with respect to borrowing from video games to design VA tools that accommodate the unique characteristics of digital natives who become information analysts as evidenced during collaboration in a virtual world.


Author(s):  
Damar Kristanto

The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research. 


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