by Anonymous 22-01
The article demonstrates how the North Korean video game industry acts as a vector of propaganda in support of the socialist state, all the while relying on a capitalistic economic model. [more]by Patrick Fiorilli
This article interpolates theorist Mark Fisher's critical vocabulary to present a close reading of an independent game that, by way of narrative and mechanics in equal parts quotidian and chthonic, stands out as a rare and explicit critique of Capital and its deleterious fallout in the rural United States. [more]by Milan Jaćević
This article presents the results of an exploratory study of two groups of players and their behavior in two custom digital games. It empirically develops the concepts of ludic habitus and generic subfields of practice, which account for how past player experiences manifest in the act of gaming practice in response to minute game design variations. [more]by Elizabeth "Biz" Nijdam
Using a subjectless critique, this article examines the interactive narrative Bury me, my Love through discourses on queer time and migrant timescapes to evaluate how the interactive narrative’s engagement with the player’s real time communicates the temporal uncertainty and disruption of refugee time, thereby revealing migrants as queer subjects. [more]by Cecilia Rodéhn
This paper aims to introduce mad studies as a theory and mad reading as a method for examining representations of madness in games. Through a mad reading of the videogame Outlast, mad studies is positioned as a shift of perspective from previous psy sciences-influenced research to a more inclusive way of studying madness in games. [more]