by Casey Hart
Expanding on research in the area of identity theory, and applying aspects of personality construction, this paper examines avatar creation and identification in videogames by exploring how players project aspects of their personality into the virtual environment. [more]by Tilo Hartmann
Entertaining violent videogames morally disengage users. Accordingly, users can enjoy enacting virtual violence, rather than feeling guilty. This is the core assumption of the Moral Disengagement in Violent Videogames model presented in the current article. The model resulted from psychological research and consists of four linked propositions. [more]by Rune Klevjer, Jan Fredrik Hovden
The study uses Multiple Correspondence Analysis to identify patterns of association and opposition within players’ stated favourite game titles. We find that videogame preferences can be grouped into distinct preference orientations, and that “core” gaming is a highly differentiated category. [more]by Holger Pötzsch
The article discusses the concepts of ostranenie (Shklovsky), V-effect (Brecht), and spect-actor (Boal), before critically reviewing their earlier application to analyses of games and play. [more]Book Reviews
by Hans-Joachim Backe
Game Play: Paratextuality in Contemporary Board Games (2015) by Paul Booth. New York/London: Bloomsbury. ISBN: 9781628927436. 247 pp. [more]by Maxime Deslongchamps-Gagnon
Values at Play in Digital Games (2014) by Mary Flanagan and Helen Nissenbaum. Cambridge, MA: MIT Press. ISBN: 9780262027663. 224 pp. [more]by Torill Mortensen
The Culture of Digital Fighting Games: Performance and Practice (2014) by Todd Harper. New York and London: Routledge. ISBN: 9780415821308. 158 pp. [more]by Daniel Vella
Every Game is an Island: Endings and Extremities in Video Games (2007) by Riccardo Fassone. New York and London: Bloomsbury. ISBN: 9781501316630. 208 pp. [more]