scholarly journals The Alert Collector: Game On to Game After: Sources for Video Game History

2019 ◽  
Vol 59 (1) ◽  
pp. 7
Author(s):  
Kristen J. Nyitray

Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready player one?—Editor

Author(s):  
Shira Chess

As a nascent form of screen culture, video games provide a challenging new lens to think about emerging media. Because video games do not abide by traditional narrative structure and because many different kinds of media objects fall under the purview of video games, they provide particular complications for researchers. In turn, within video game studies, which has been a growing field since the early 2000s, researchers often focus on a specific approach to understanding video games: studying the industry, studying audiences, or studying games as texts. Additionally, many researchers have found it useful to consider “assemblage”-type approaches that look holistically at several aspects of a video game object in order to understand the game from a broader context.


Author(s):  
Daniel J. Dunne

This chapter examines paratext as an active element within video games. Paratext, as taken from Gérard Genette's works has often been cited within the context of video games, but not examined in detail. Current scholarship focuses on epitext, but not peritext, which is Genette's primary focus. Mia Consalvo and Peter Lunenfeld's work discuss the epitextual importance of paratext within video games, with only a hint towards the importance of peritext. Through a brief exploration of paratext's history in both literature and games, this chapter will reveal a need for deeper analysis within video game studies. Focusing on in-game, in-system and in-world types of paratexts this paper will attempt to formalise the unaddressed issue of paratext in video games.


2018 ◽  
Author(s):  
Hovig Ter Minassian

By exploring emotions at play in video game experiences, we sought to analyze how people interact with digital spaces in everyday life. Taking a somewhat different view than much of the literature in the field of video game studies, we examined emotions that were created from users’ experience of games, rather than focusing on game design and gameplay. To that end, we based our analysis on 38 video game mental maps drawn by 26 people. We successively analyzed the topic, the structure, and the experiential and emotional meaning of each of the mental maps. Thus, we explored the diversity of emotions that participants linked to video games, and examined the mental maps in relation to what the respondents said about how and why they chose to draw a particular video game. Our work shows the importance of looking beyond the analysis of affects and gameplay, and of examining the emotions produced by the video game experience, along with what they can tell us about the role of games in individual and collective spatial experiences and sociability. Everything doesn’t happen on the screen, and what is lived within the game also depends on what is lived in the physical space of the player. In other words, video games aren’t emotional in themselves, but there are significant video game experiences that contribute to the structuration of individuals. 


Kultura ◽  
2020 ◽  
pp. 263-280
Author(s):  
Biljana Mitrović

The paper provides an overview and an analysis of the narratological and ludological approach to the study of video games and a review of the establishment of the fledgling field of game studies. The starting points of both theoretical positions, derived from the same literary theoretical corpus, are presented. The state of this discipline and the academic tensions in this field also indicate the ways in which academic community functions, as well as the mechanisms of their division or complication in the organizational and methodological plan. The ludological approach, which reduces the study of video games to the description and classification of rules and game mechanics, is regarded as reductionist, but also useful and applicable for understanding the specifics of video games. It is concluded that ludology, together with narratology and other academic disciplines in the field of humanities, forms a complete corpus of video game studies.


2014 ◽  
Vol 9 (3) ◽  
pp. 68 ◽  
Author(s):  
Edward Francis Schneider

Abstract Objective – The objective of this study was to survey American public libraries about their collection and use of graphic novels and compare their use to similar data collected about video games. Methods – Public libraries were identified and contacted electronically for participation through an open US government database of public library systems. The libraries contacted were asked to participate voluntarily. Results – The results indicated that both graphic novels and video games have become a common part of library collections, and both media can have high levels of impact on circulation. Results indicated that while almost all libraries surveyed had some graphic novels in their collections, those serving larger populations were much more likely to use graphic novels in patron outreach. Similarly, video game collection was also more commonly found in libraries serving larger populations. Results also showed that young readers were the primary users of graphic novels. Conclusion – Responses provided a clear indicator that graphic novels are a near-ubiquitous part of public libraries today. The results on readership bolster the concept of graphic novels as a gateway to adult literacy. The results also highlight differences between larger and smaller libraries in terms of resource allocations towards new media. The patron demographics associated with comics show that library cooperation could be a potential marketing tool for comic book companies.


2015 ◽  
Vol 6 (3) ◽  
Author(s):  
Steve Wilcox

There is a considerable amount of academic and non-academic interest in the production and reception of video games. At the same time game scholars encounter questions such as, “are video game academics irrelevant?” In this article I connect questions of relevancy in game studies with the need to develop forms of publishing capable of asserting that relevancy more broadly. As the co-founder and editor-in-chief of First Person Scholar (FPS), a middle-state publication based in the Games Institute at the University of Waterloo, I detail how FPS has attempted to reach beyond the traditional scope of game studies to engage a wider audience and assert a new degree of relevancy for the game scholar.


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.


2015 ◽  
Vol 11 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Jih-Hsuan Lin ◽  
Wei Peng

How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is important to examine perceived enactive realism, particularly for interactive and participatory media such as video games. This study examines the contribution of two types of perceived realism—perceived graphic realism and perceived enactive realism—to enjoyment and engagement as manifested by the level of physical movement intensity in an active video game playing context. It was found that perceived enactive realism was a significant predictor of enjoyment and engagement in playing active video games. However, perceived graphic realism was not found to be a significant predictor of enjoyment or engagement. Theoretical and practical implications are discussed.


2019 ◽  
Vol 15 (6) ◽  
pp. 587-608 ◽  
Author(s):  
Juan J. Vargas-Iglesias ◽  
Luis Navarrete-Cardero

Due to its affiliation with formalism, ludology, the scientific perspective prioritized in game studies, considers the rule–mechanic binomial to be an essential principle of any scholarly approach to video games. Nevertheless, the limitation of the game system order implies that, as a fundamental part of this epistemological approach, the empirical validity of its methodology is already being rejected. As such, this article attempts to shift the focus away from the rule–mechanic relation, and from a cybersemiotic perspective, to refocus it on a conceptualization of the human–machine relationship. In order to do so, the concept of convolution regarding said relation is defined, including both parts of the video game system in terms of signal processing. Likewise, this model is contrasted with a randomized total sample of 1,200 games ( N = 1,200, n = 300) in order to arrive at a set of conclusions about the behavior of the distinct video game genres in the indicated terms.


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