by Alexander Bacalja
This paper explores the learning affordances associated with Gee’s notion of the projective identity principle. A case study introducing game-as-text into the English classroom is used to explore how the relationship between virtual and real-world identities is mediated by student habitus, game design, and classroom pedagogy. [more]by Dongwon Jo
This article investigates a foundation of the early video game industry, focusing on technical practices of arcade video game machine-copying at the Cheonggyecheon electronics market as a pirate infrastructure in late-1970s Korea. [more]by Alex Mitchell, Liting Kway, Tiffany Neo, Yuin Theng Sim
This paper explores "poetic gameplay": gameplay deliberately made strange to create a poetic effect. We identify a set of "literary devices" that we categorize in terms of defamiliarization of interaction, gameplay, agency, time, and boundaries. This can provide a foundation for further analysis of poetic gameplay, and inspiration for designers. [more]by Jan Švelch
This article provides a critical theoretical review of current paratextual scholarship in game studies and uses citation analysis of 235 academic texts written in English and published between 1997 and 2019 to quantify the distribution and impact of three different approaches to paratext: original, expanded, and reduced. [more]by Jaroslav Švelch
Based on discussion forum material, the article explores the reception of the monster AI in Alien: Isolation. Although the Alien is often conceptualized as a sublime monster, the analysis shows that a significant group of players (simulationists) expect it to be a fair, consistent, and observable opponent that acts only upon its sensory perception. [more]Book Reviews
by Paul Martin
Future Gaming: Creative Interventions in Video Game Culture (2018) by Paolo Ruffino. London: Goldsmiths Press. ISBN: 9781906897550. 145 pp. [more]