Games and Culture
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TOTAL DOCUMENTS

556
(FIVE YEARS 124)

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44
(FIVE YEARS 4)

Published By Sage Publications

1555-4139, 1555-4120

2022 ◽  
pp. 155541202110495
Author(s):  
Dongliang Chen ◽  
Antonio Bucchiarone ◽  
Zhihan Lv

The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understanding the new crown virus and lack imagination on its transmission law. Location-based games (LBGs) have been challenged during the on-going pandemic. No research has shown that LBGs can be used to help prevent COVID-19 infection. Therefore, we designed the game MeetDurian, which integrates entertainment, sports, and education. For investigating factors influencing intention to play the MeetDurian, we proposed some comparative evaluation. Data were gathered from participants who participated in capturing virtual durians and completed questionnaires about immersion into the game, workload assessment, user’s emotions, learning outcomes, and personal hygiene. These results proved the acceptability and usability of the mobile game-based MeetDurian for preventing the infection and severity of the COVID-19 pandemic.


2022 ◽  
pp. 155541202110508
Author(s):  
Daniel Sumner Magruder

Collectible card games are taking up more space in popular culture with traditional paper card games even embracing e-sports. However, longevity in such games is not as common, with some suspecting power creep as a culprit behind why some of these games fail. Yet, Magic: the Gathering has not just survived but thrived for over 25 years with the game’s designers publicly stating their aim to keep curbing power creep. Therefore, it is of interest to determine the rate of power creep in the game. Herein, we formally define a conservative metric power creep and calculate its occurrence in the game of Magic: the Gathering. Although having an increasing rate, power creep appears low with an average of 1.56 strictly better card faces released per year.


2022 ◽  
pp. 155541202110618
Author(s):  
Holin Lin ◽  
Chuen-Tsai Sun

This paper describes the appropriation of video game culture for discursive use during the 2019–20 Hong Kong anti-extradition movement, with participants relying on game argot for mass protest communication and mobilization purposes, and employing game frameworks (especially from MMORPGs) for organizing protest actions. Data from online forums are used to present examples of video game rhetoric and narratives in protest-related online discourses, to speculate on their symbolic meanings, and to examine ways that borrowed aspects of game culture influenced movement activities. After describing ways that game culture spilled over into social movements, we highlight examples of gaming literacy during dynamic protest situations. Our evidence indicates that the combination of game culture and online gaming literacy strengthened activist toolkits and intensified the “be water” nature of a social movement that many describe as leaderless.


2021 ◽  
pp. 155541202110618
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

Video games such as the successful Assassin’s Creed series allow consumers to engage with various historical contexts and to explore them in engaging and influential ways. However, it is unclear what consumers understand as the difference between the historical authenticity and historical accuracy used by developers in these games. Therefore, this research explored players of Assassin’s Creed games’ understanding of these two concepts and how they expected developers to utilize them. The study used a qualitative analysis of 959 online forum comments and an online survey with 88 respondents. While it was found that players understood historical accuracy and valued it in video games, historical authenticity prompted confusion with 43% describing it as the same as historical accuracy. The results were used to develop a new player-centric definition of historical authenticity to clarify player understandings and present useful and practical implications for developers and publishers.


2021 ◽  
pp. 155541202110495
Author(s):  
Faltin Karlsen

This article explores the relationship between monetisation models, game design and ethical considerations from the perspective of three different small-scale Norwegian game companies: an indie company, a freemium company and a premium company. The aim is to explore critically how small-scale game companies reason and act in the current economy. Interviews with game designers and CEOs form the empirical basis of the analysis. The motives and practices of the informants are categorised according to three ethical schools, namely, deontology, virtue ethics, and utilitarianism. The informants believe that freemium models and free games have made the computer game industry markedly more challenging to monetise. Their views on what is considered ethical monetisation varies between companies, most distinctly between the freemium company and the two others. Informants from the freemium company downplay ethical responsibilities, with reference to the huge number of existing free games and costumers unwilling to pay for games.


2021 ◽  
pp. 155541202110561
Author(s):  
Katy E. Pearce ◽  
Jason C. Yip ◽  
Jin Ha Lee ◽  
Jesse J. Martinez ◽  
Travis W. Windleharth ◽  
...  

The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress using the video game Animal Crossing: New Horizons. Combining a family coping framework with theorizing about media as a coping tool, this interview study of 27 families (33 parents and 37 children) found that parents and children individual coped with pandemic-related stress with media. Parents engaged in protective buffering of their children with media, taking on individual responsibility to cope with a collective problem. Families engaged in communal coping, whereby media helped the family cope with a collective problem, taking on shared ownership and responsibility. We provide evidence for video games as coping tools, but with the novel consideration of family coping with media.


2021 ◽  
pp. 155541202110561
Author(s):  
Neta Yodovich ◽  
Jinju Kim

This paper scrutinizes the feminization of backseat gaming by examining the successful YouTube gaming reviews channel, Girlfriend Reviews. As video games are considered a male-dominated hobby, this channel, which provides the perspective of a male gamer’s girlfriend offers a compelling case study to explore the ways in which women can access the gaming community. Through analyzing the opinions and sentiments expressed in the comment sections, we explore how viewers engage with the channel and why they support or condone it. We argue that viewers gravitate toward the channel for three significant reasons: the girlfriend being (1) a supportive backseat gamer, (2) who holds no prior knowledge on gaming, and (3) does not engage with feminist discourse. We argue that the position of “the girlfriend”/“backseat gamer” provides women an alternative pathway into the gaming community. However, moments of pushback demonstrate the fragility of women’s position in such presumed male-dominated communities.


2021 ◽  
pp. 155541202110561
Author(s):  
Megan Pusey ◽  
Kok Wai Wong ◽  
Natasha Anne Rappa

Self-Determination Theory proposes that people are intrinsically motivated to play video games to fulfil the psychological needs of autonomy, competence and relatedness. However, video games can also actively thwart and frustrate these needs. This paper investigates how need frustration affected motivation to solve cognitively challenging puzzle video games. Participants ( n = 27) played two cognitively challenging puzzle video games, with data collected through a survey, recorded gameplay footage and interviews. The analysis reveals that when a player’s primary need for playing was frustrated, they quit easily and did not enjoy the game and when a player’s primary need for playing was satisfied, they displayed resilient behaviours and enjoyed the game. These findings suggest cognitively challenging video games that are more likely to be used in educational contexts should contain features that support autonomy and relatedness as well as competence, in order to be motivating for as many players as possible.


2021 ◽  
pp. 155541202110480
Author(s):  
Tim Newsome-Ward ◽  
Jenna Ng

This article explores how the process of designing videogames may be meaningful–that is, accomplish a larger existential fulfilment or purpose. We use a reflective methodology which triangulates the creative practice of making a videogame with reflections both during and post-practice against philosophical ideas of meaningfulness. Two ideas of meaningfulness emerged. The first is the generative capacity of subjectivity, where meaningfulness is anchored to our investment as creators, as well as in the intertwining of personal histories, experiences and memories between reflection and action. The second is the flourishing of the self in terms of inner growth and self-discovery out of journeying inherent in the game design process. The significance of our enquiry is three-fold: to more holistically understand videogames as being meaningful, to present a reflective methodology to facilitate such understanding, and to more broadly consider videogames as an instantiation of how media is itself existential.


2021 ◽  
pp. 155541202110495
Author(s):  
Miikka J. Lehtonen ◽  
Katharina S. Schilli ◽  
J. Tuomas Harviainen

With the proliferation of technologies and digital platforms, contemporary game development firms’ value propositions have become more complex. While on a global scale a considerable share of the game industry’s revenue is captured by a few dozen firms, we are also witnessing the emergence of local and regional hotspots. In this context, legitimacy is of utmost importance if new competitive advantages are to become institutionalized as an industry. This paper extends studies which have offered temporal snapshots to the regional or local formation of game industry by focusing on the Finnish context. The concept of resilient values is introduced as legitimizing how the game industry is shaped and how the values are interpreted to develop the industry further. Our findings suggest legitimacy is intertwined with resilient values, thus resulting in the industry evolving over time through three different stages: (1) incubation period, (2) growth phase, and (3) institutionalized legitimacy.


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