by Jodie Austin
This paper explores the videogame Hellblade: Senua’s Sacrifice through a disability studies lens to highlight the challenges associated with representations of psychosis in videogames. Although the game succeeds in subverting many psychosis stereotypes, the challenge of critiquing Hellblade reveals the need for new critical frameworks. [more]by PS Berge, Rebecca K Britt
This study performs an analysis of the Fire Emblem: Three Houses slash-shipper fandom, showing how the community centers the visibility of queer life through FE3H characters. We explore the structural layers of the network -- creators, catalyzers and canonizers -- and examine how these work in tandem in a queergaming fandom. [more]by Matthew Farber, Karen Schrier
This paper explores two digital autobiographical games, or playable narratives about the designers’ own lived experiences on illness and/or trauma. Findings suggest that these two games create conditions for inevitable player failure through constrained agency and choice, while also encouraging moments of reflection and hope. [more]by Dom Ford
This article examines the prevalent construction of the long-lost, yet technologically more advanced, society in two games through a hauntological lens. It investigates how nostalgia and haunting are produced in the gameworlds and fictional pasts depicted in the Mass Effect series and in The Legend of Zelda: Breath of the Wild. [more]by Daniel L Gardner, Theresa J Tanenbaum
We propose the concept of the periludic as an analytical lens for game studies that focuses on peripheral-to- play interfaces such as authentication and character configuration. This lens helps us better understand transactions of authority in games. [more]by Abbie Hartman, Rowan Tulloch, Helen Young
Through a case study of Valiant Hearts: The Great War (2014), this article explores how to theorise the ways in which the general public explores historical material through videogames. This theoretical framework includes three key concepts: the interactive archive, historical empathy and affinity spaces. [more]by Alex Wade
The Maxwell family is notorious throughout the world. While Robert Maxwell’s contested acquisition of Tetris is well known, his involvement in the videogames runs far wider and deeper. This paper uncovers the byzantine world of Maxwell and early videogames, his involvement reflecting the illegal and unethical origins of local games histories. [more]Book Reviews
by Annakaisa Kultima
Game Production Studies (2021) Edited by Olli Sotamaa & Jan Švelch. Amsterdam: Amsterdam University Press. ISBN: 9789463725439. 356 pp. [more]by Raine Koskimaa
How Pac-Man Eats (2020) by Noah Wardrip-Fruin. Cambridge, Massachusetts: MIT Press. ISBN: 9780262044653. 384 pp. [more]