game studies
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2022 ◽  
pp. 102452942110556
Author(s):  
Philip Balsiger ◽  
Thomas Jammet ◽  
Nicola Cianferoni ◽  
Muriel Surdez

How do organizations in a sector where powerful platforms have emerged cope with the new constraints and opportunities that platforms induce? A growing number of studies highlight the power of digital platforms to re-organize markets and thereby create new forms of dependence. But there are also indications that organizations are capable of countering platform power especially by demanding their regulation. This paper expands this view to investigate also strategies at the organizational level. It draws on the algorithmic game studies of strategic responses to environmental changes to study how organizations strategically respond to the rise of digital platforms. To show organizations’ capacities to cope with the new digital market environment, we use a qualitative case study of the Swiss hotel sector and its reactions to so-called online travel agencies, based on interviews with hotel managers and professional representatives. We distinguish between three types of hotels—small family-run, luxury, and chain hotels, and identify three types of strategic responses: bypassing, optimizing, and mitigating. Contrary to a platform power perspective, we find some evidence for organizations’ capacity to keep platforms at bay, by limiting dependence through mitigation, and platforms’ reach through bypassing. Hotels also learn to “play the algorithmic game” and take advantage of platforms’ technological affordances, but such strategies seem to accommodate platform power rather than countering it. Finally, we find that hotels with fewer resources (small family-run hotels) are less equipped to counter platform power, suggesting that platforms risk fostering existing hierarchies and segmentation in markets.


Author(s):  
Laura Mejías-Climent
Keyword(s):  

El objetivo de este artículo es ofrecer una propuesta práctica de clasificación de videojuegos que pueda contribuir a la organización coherente y homogénea de estudios empíricos sobre distintos aspectos de su localización. La propuesta se fundamenta en una revisión teórica de clasificaciones previas, especialmente, del ámbito de los Game Studies y la localización, así como en la comprobación de su utilidad mediante un estudio descriptivo realizado sobre el doblaje de videojuegos de acción-aventura. La clasificación consta de nueve géneros interactivos, según el criterio único de las destrezas empleadas en el juego, y podrá ampliarse a tantos subgéneros como tipos de juegos puedan surgir.


2021 ◽  
Vol 6 (2) ◽  
pp. 44-55
Author(s):  
Matheus José Machado Dutra

This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.


2021 ◽  
Vol 3 (4) ◽  
pp. 227-238
Author(s):  
Nikolai B. Afanasov
Keyword(s):  

Book review: Vetushinkiy, A. (2021). Gamedrome: The Things You Need to Know about Videogames and Game Culture. Moscow: Eksmo. (In Russian).


2021 ◽  
pp. 347-364
Author(s):  
Krzysztof M. Maj

The essay presents an overview of the possible meanings and applications of the newly-coined term ‘ludotopia’, i.e. a “dialectical entanglement of game and space” – which challenges the boundaries of two neighbouring worlds: storyworld and gameworld. Seeking to trace the limitations of a thus defined gaming space, the author proceeds by reflecting upon the end of the game, or, more precisely, the endgame, in order to reconcile it with a notion of horismós (ὁρισμός) popular in more hermeneutically aligned video game studies. While doing so, the paper delivers an analysis of Assassin’s Creed: Odyssey showing three distinct stages in which a ludotopia can be opened towards more advanced world-building: (1) exploration and map reveal; (2) synchronisation of intelligible tags; and (3) renewal of narrative motivation. Thanks to a world-centered approach to the interpreted video game, the essay addresses how players inhabit, traverse, explore, and understand the surrounding ludic reality, rather than focusing on video game mechanics or procedures that affect their gameplay. In the end, a precise distinction between the storyworld and gameworld is introduced in order to reevaluate the ways both terms overlap with the aforementioned interpretation of ludotopia.


2021 ◽  
pp. 194855062110556
Author(s):  
Yngwie Asbjørn Nielsen ◽  
Isabel Thielmann ◽  
Ingo Zettler ◽  
Stefan Pfattheicher

Does giving behavior in economic games reflect true prosocial preferences or is it due to confusion? Research showing that trait Honesty-Humility accounts for giving behavior suggests the former, whereas research showing that participants give money to a computer might suggest the latter. In three preregistered, well-powered studies, we examined the relation of Honesty-Humility with behavior in the Dictator Game (Study 1, N = 468) and Public Goods Game (Studies 2 and 3, each N = 313), while participants interacted either with humans (“social game”) or with a computer (“non-social game”). We found that (a) decisions in the non-social game predicted decisions in the social game, supporting the confusion hypothesis; (b) the effect of Honesty-Humility differed within and between games; and (b) participants who gave money to the computer reported acting as if they were playing with humans. Overall, the studies suggest that both prosocial preferences and confusion underlie giving behavior.


2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2021 ◽  
Vol 9 (1) ◽  
pp. 90-104
Author(s):  
Daniel Vella ◽  
Magdalena Cielecka

Abstract When approaches to the notion of the ‘self’ as it exists in the game have been discussed in game studies – for instance, through work in existential ludology or through discussions of agency – the ‘self’ in question, explicitly or implicitly, has tended to be the rational, stable, unified and coherent self of the humanist tradition. By fracturing the ludic subject into a set of contrasting and conflicting voices, each with their own apparent motivations and goals, Disco Elysium presents a challenge to this singular and unified understanding of selfhood. That this challenge is situated within the representation of a figure who, at face value, seems to represent the very locus of the authoritative, self-possessed subjectivity of humanism – not only a straight, middle-aged white man, but also a figure of police and colonial authority – strengthens the game’s critical slant. Drawing on theories of ludic and virtual subjectivity, this paper will approach Disco Elysium with a focus on this undermining of stable and unitary understanding of subjectivity. First, the game will be considered in relation to the tradition of film noir, and the way the genre both established and subverted the figure of the detective as the avatar of stable, rational, authoritative masculine selfhood. Next, its treatment of the theme of amnesia will be considered, drawing a parallel to Jayemanne’s (2017) reading of Planescape: Torment to examine how the loss of memory creates structures of discontinuity and rupture in the represented ludic self. Finally, Bakhtinian notions of polyphony will be invoked to address the game’s plurality of different voices not (as it is usually present) in a dialogue between individual subjects but within a single, fragmented subjectivity.


2021 ◽  
Vol 9 (1) ◽  
pp. 44-54
Author(s):  
Juan Francisco Belmonte

Abstract This paper looks at Disco Elysium as a model for a better understanding of Gilles Deleuze and Felix Guattari’s concept of the rhizome when applied to video games. It analyses the use and implementation of the many forms of expressing multiplicity that are present in Disco Elysium and that are manifested through the configuration of the avatar, the use of the player’s choice, and representations of space and time in the game. Ultimately, this paper also serves as a coalescence of existing Game Studies scholarship on rhizomic relations, multiplicities and affect to create a common ground for future conversations on these topics.


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