by Kiri Miller
This article investigates the affinities of gameplay, tourism, and ethnographic fieldwork. I show how Grand Theft Auto players think and behave like tourists and ethnographers as they engage in collaborative performances that comment on urban American life and commercial media. [more]by Faltin Karlsen
This article investigates how quests relate to, and are influenced by, mainly three different contextual elements: the producers, the players and the overall game environment. I analyse how these elements influence the way quests are designed, how they are used and what meaning-production and aesthetics they might be subject to. [more]by Matt Barton
When game developers, theorists, and critics discuss what features are most important when creating a realistic virtual world, they tend to focus on aesthetics and kinetics, or, in simpler terms, graphics and animation. Some aspects of "reality," such as lighting effects and shadows, draw more attention than other, less dramatic, natural phenomena. [more]by Andrew Hutchison
This paper proposes that the technical and other circumstances of a game’s creation are critical to the useful analysis of the game, and of games in general. Such considerations are often missing from the current analysis of games, and this is problematic, since these aspects have an enormous impact on the overall aesthetic of these experiences. [more]by Johan Höglund
Using Said’s concept of Orientalism, this article examines a set of military computer games and their construction of the Middle East. It addresses the problem of the realistic and the real in these games and concludes that these games render the Middle East a site of perpetual war, enlisting, through marketing strategies and game semiotics, the gamer as a soldier willing to fight the virtual war and support the ideology that functions as the games’ political rationale. [more]by Marc A. Ouellette
This paper considers the interactions between play and narrative in two games which function as allegorical and pedagogical responses to the terrorist attacks of 11 Sept. 2001. [more]by Kirsty Baird, Richard Hall
Computer games are criticised sometimes as lacking in narrative. Here we introduce a model of stories (Polti ratios) into which computer games (meeting particular criteria) can be abstracted. Using this model, we designed a process to analyse and explore computer game narrative and applied it to a game under development, Street Survivor. [more]