by Mark Rowell Wallin
Marshal McLuhan noted in Understanding Media that there comes a point in the development of a new aesthetic form where the new media attempts to gain legitimation by means of association with previous forms. [more]by Jan Simons
During the last quarter of a century, narrativity has been a key concept in the humanities. [more]by Jonas Heide Smith
Conflict, it is often assumed, is the essence of games. Modern multiplayer games, however, also rely heavily on the cooperation between players. In fact, given the rapidly increasing popularity and complexity of these games, game designers are arguably engaged in one of the most ambitious experiments with social software in recent years. [more]by Magy Seif El-Nasr, Simon Niedenthal, Igor Knez, Priya Almeida, Joseph Zupko
Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-én-scene. However, games are digital artifacts played through graphic interfaces and controllers. [more]by Steven Malliet
This article focuses on the methodology of qualitative video game content analysis, aiming to complement the insights provided by Konzack (2002) and Consalvo & Dutton (2006) from a media sociology perspective. [more]by Terry Harpold
I begin with an assertion that I consider an axiom of videogame studies. Gameplay is the expression of combinations of definite semiotic elements in specific relations to equally definite technical elements. The semiotic plane of a game’s expression draws on the full range of common cultural material available to game designers and players [more]