by Krista Bonello Rutter Giappone
This article focuses on the “adventure game” genre, its metafictional humor, and tendency towards self-parody in both its formative stage and its more recent ensuing nostalgic turn, with particular reference to Zork (Infocom, 1980), LucasArts’ Monkey Island games (1990-2000), and Telltale’s parodic-nostalgic “Reality 2.0” (Sam and Max, 2007). [more]by Marcus Carter, Martin Gibbs, Michael Arnold
Informal rules are fundamental to multiplayer game play. Based on the analysis of a thrown tournament final in EVE Online’s eSport, this article presents and argues for the theory of boundary-work for understanding the processes through which players develop and dispute informal social rules that mediate play in multiplayer games. [more]by Nicholas Taylor, Chris Kampe, Kristina Bell
This micro-ethnographic account of gameplay in The Walking Dead examines the shifting nature of players’ relationship with Lee Everett, the game’s protagonist. It offers a provisional schema that accounts for the “attractors” that shape this relationship. The schema is applied to a brief but intense moment in two players’ experiences with the game. [more]by Daniel Vella
This article discusses sublime aesthetics as they apply to games, contextualized in an analysis of Dark Souls. It argues that the sublime is a crucial aspect of the player’s engagement with the game, resulting from the tension between the player’s drive towards mastery and the mystery resulting from the essential unknowability of the game object. [more]Book Reviews
by Hans-Joachim Backe
Gameworld Interfaces (2013) by Kristine Jørgensen. Cambridge: MIT Press. ISBN: 978-0-26202686-4. 181 pp. [more]by Sebastian Deterding
Play Matters (2014) by Miguel Sicart. Cambridge, MA, London: MIT Press. ISBN: 9780262027922. 176 pp. [more]Call for Papers
by Guest Editors - Pötzsch & Hammond
Video games are an important sector of the global entertainment industry and AAA titles often have budgets and audiences similar to those of major Hollywood productions. Many of the commercially most successful games are war-themed titles that play out in what are framed as authentic real-world settings inspired by historical events. [more]