by Kristine Jørgensen
This article addresses how audio works as support for gameplay while remaining true to the perceived reality of the game world in World of Warcraft's PvP Battlegrounds. The argument is that the interpretation of game audio is highly contextual, and that the player must understand the specific situation as a whole in order to understand what a specific auditory signal indicates. [more]by Tom Tyler
Applying McLuhan’s four laws of media to digital games, this essay suggests that the “tetrad” highlights the particular ways in which this distinctive cultural form enhances diverse modes of play, obsolesces traditional television viewing, retrieves lost means of participation, and reverses into pervasive and persistent play. [more]by Mark L. Sample
This article explores the theoretical, political, and pedagogical dimensions of torture-interrogation in videogames set in the context of the US's Global War on Terror. Paying attention to both narrative elements and ludic aspects of gameplay, I argue that the few games that incorporate interrogation, which include Splinter Cell and 24: The Game, reveal much about how we conceive of torture, and what the limits of our conceptions are. I then propose an oppositional pedagogical approach to gaming that counters the lessons of virtual torture. [more]by Miguel Sicart
This paper proposes a formal definition of game mechanics as methods invoked by agents for interacting with the game world and applies it to a number of games, explaining how it can be used to illuminate a range of relevant topics, from player emotions and gameplay to game actions and input devices. [more]by José P. Zagal, Amy Bruckman
Games education is surprisingly complex. We present the results of a study that explored the challenges faced by instructors of games studies classes, describe solutions adopted to overcome these challenges and discuss misconceptions about the knowledge of expert players. Finally, we discuss how these courses may limit diversity in game studies. [more]