scholarly journals Play It Again, Stanley: Mise en Abyme and Playing with Convention and Narrative in The Stanley Parable

Tekstualia ◽  
2017 ◽  
Vol 1 (3) ◽  
pp. 45-59
Author(s):  
Piotr Kubiński

Humanistic reflection on video games seems like a necessity nowadays, due to the enormous popularity of digital entertainment and the infl uence it exerts over modern culture. This need for a deeper refl ection also stems from the fact that, increasingly, video games give their players various pleasures – created by spectacular visual effects, exciting plot or an opportunity to solve logical puzzles. Electronic games are progressively becoming a tool of artistic pursuits and intellectual experiments that would be impossible in analogue media. An example of such phenomenon, and a game especially worthy of refl ection, is The Stanley Parable [Galactic Cafe, 2013]. The author of the article focuses on it.

Author(s):  
Fábia Esteves ◽  
Pedro Quelhas Brito

According to the World Tourism Organization (UNWTO), in 2017 tourism had the greatest international growth in seven years, and in 2018, international tourism grew 5% reaching the mark of 1.4 billion, a figure reached two years earlier than predicted. At the same time, in the last 40 years, the video game industry has grown steadily, with games beginning to be seen as one of the primary sources of entertainment. However, there are still few studies analyzing the impact of advertising tourist destinations on digital platforms such as video games. The use of video games in the tourist context may be an inspirational tool, supporting the development of new advertising strategies for tourism marketing. Although the connection between tourism and cinema is widely documented, little research has demonstrated a credible correlation between video games and tourists' attitude towards destinations.


2021 ◽  
Author(s):  
Raqi Syed

In the late 1980s, throughout the ‘90s, and well into the 2000s, MIT Principle Research Scientist, Gloriana Davenport investigated the idea that movies had begun to operate as a kind of new “elastic” media. She wrote, “Interactive cinema reflects the longing of cinema to become something new, something more complex, something more intimate, as if in conversation with an audience.” The cultural artefacts informing this shift were in Davenport’s opinion as disparate as interactive TV, video games, large format simulation rides, and experimental VR. Between 1987 and 2004, her Interactive Cinema Lab at MIT designed multi-threaded movies, multiplayer VR experiences, previsualization tools for visual effects, documentary platforms, and “smart” VR characters driven by story databases. When asked in a 1995 interview with American Cinematographer, what kind of filmmaker would adopt the radical new tools she was building, Davenport replied that the current generation of 30-year old filmmakers steeped in the culture of video games were already deploying them.


2011 ◽  
pp. 1033-1047 ◽  
Author(s):  
David Parisi

This chapter discusses the way that new video game interfaces such as those employed by Guitar Hero™, Dance Dance Revolution, and the Nintendo Wii™ are being used to invoke the whole body as a participant in the game text. As such, new video games involve more than cognitive education; they impart a set of body habits to the player. Drawing on Marcel Mauss’s concept of “bodily technique,” I propose a new vocabulary for understanding these devices, referring to them as bodily interfaces. Next, I discuss three aspects of bodily interfaces: mode of capture, haptics, and button remapping. In order to help educators take advantage of these developments, I conclude by pointing to theoretical literature on the relationship between the physical and mental aspects of the learning process that may be useful in rethinking electronic games.


Author(s):  
Nicholas Zap ◽  
Jillianne Code

Video games engage players in rapid and complex interactions of self-regulatory processes. The way individuals regulate their cognitive, affective, and behavioral process while playing electronic games, relates to their ability to cope with the onslaught of information that electronic games require for their mastery. The psychological factors that produce self-regulated learning are explored as they relate to a player’s intentionality, interest, aptitude, motivation, goal-setting, and affect while playing games. A discussion of video games as authentic learning environments looks at the roles of student initiated learning in authentic contexts and specific design strategies are outlined. Practical learning strategies that promote SRL are presented to facilitate the use of conscious self-regulatory skills that students can implement in these authentic learning environments. This chapter opens the discussion of the role of self-regulated learning in video game environments and its impact in the field of educational gaming.


Author(s):  
David Parisi

This chapter discusses the way that new video game interfaces such as those employed by Guitar Hero™, Dance Dance Revolution, and the Nintendo Wii™ are being used to invoke the whole body as a participant in the game text. As such, new video games involve more than cognitive education; they impart a set of body habits to the player. Drawing on Marcel Mauss’s concept of “bodily technique,” I propose a new vocabulary for understanding these devices, referring to them as bodily interfaces. Next, I discuss three aspects of bodily interfaces: mode of capture, haptics, and button remapping. In order to help educators take advantage of these developments, I conclude by pointing to theoretical literature on the relationship between the physical and mental aspects of the learning process that may be useful in rethinking electronic games.


2021 ◽  
Vol 2 (4) ◽  
pp. 36-54
Author(s):  
Erick Verran

Through critical appropriation of J. J. Gibson’s theory of ecological affordance, this speculative article broadens our understanding of ludic ecology as that which virtual environments offer players in anticipation of their use: a sort of inside-out niche. Adapted to a study of diegetic and nondiegetic sound, this adjacency of ecology to video games is applied to an understanding of silence as negative affordance; that is to say, as a nondeterminative opportunity for the player to express themself aurally as well as kinetically against a soundtrack’s absence. Whether included by a video game’s creative director as dramatic segues “inside of” the traditional, top-down soundtrack or as part of the industry’s shift away from film-esque sound design toward one that has begun to approach the ambience of naturalist theater, the role of silence in digital entertainment is argued to be strictly a dramatic one that allows body- and environment-related noise to be appreciated in vacuo. On the basis of these assertions, I claim that the player’s magnified ability to puncture the auditory equilibrium of a storyworld with a shout or offensive lunge at monsters, a form of manual intervention symptomatic of cultural products in general, is newly emboldening. As the musical fullness of the soundtrack age is replaced by a diegetic soundscape equal in sonic lushness, the autonomous game player is thrown into all the greater phenomenal relief.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jon-Paul C. Dyson

Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.


Author(s):  
Damar Kristanto ◽  
M. Nilzam Aly ◽  
Bambang Suharto ◽  
Rahmat Yuliawan ◽  
Aji Akbar Firdaus

The COVID-19 pandemic has disrupted many aspects of normal social life. The community is required not to leave the house too much if it is not necessary. Often during times of independent isolation or in personal cases, people are afraid to leave the house. They are faced with boredom so this is an opportunity for the digital entertainment industry to develop. On the other hand, many violations of COVID-19 health protocols still occur in society and people are still reluctant to stay-at-home. The question is what medium is good for persuasion as well as giving pleasure to people to entertain themselves during independent isolation and with low levels of boredom. Video games are a growing industry during the COVID-19 pandemic, unfortunately, this media has not been widely used as a means of persuading people to obey health protocols and stay-at-home. This study shows a correlation between gaming activity and the tendency not to leave the house. Besides, what types of games have the potential to keep someone from leaving the house are also discussed in this paper.


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