Game Analysis Reloaded
by Ida Katherine Hammeleff Jørgensen, Espen Aarseth
This special issue of Game Studies accompanies the Game Analysis Perspectives conference taking place at the IT University of Copenhagen on April 20th-23rd 2022.[more]by Hans-Joachim Backe
The article argues that "Deathloop" (Arkane Studios, 2021) exhibits aesthetic sensibilities associated with metamodernism (Vermeulen and van den Akker, 2010), by going beyond the conventions of the immersive sim genre and creating a hopeful reflection on the nature of digital games. [more]by Rowan Daneels, Maarten Denoo, Alexander Vandewalle, Bruno Dupont, Steven Malliet
This paper introduces the Digital Game Analysis Protocol (DiGAP), a flexible set of guidelines to perform and report on game analyses in a reflexive and transparent way, focusing on research rationale & objectives, researcher background, game selection, boundaries, analysis approach, coding techniques & data extraction and reporting & transparency. [more]by Lyne Dwyer
This paper imports approaches from sound studies to explore soundwalking as part of a combined method for studying sex work and socioeconomic class in open world videogame cities. The author examines how sex is implicated in the way that soundscapes distinguish between differently classed neighbourhoods. [more]by Sonia Fizek
This article explores what it means to analyze video games as "algorithmic spectacles" and how such a perspective changes the way we think about the digital image as one that demands its audience not only to look at it as a representation of something, but above all decode imaginary systems in action. [more]by Justin Keever
This paper theorizes Ideology as a technology that links subjectivity to our technical being-in-the-world and produces “agency.” Ideology critique is used to analyze videogames as sites of production in which corporeal movement becomes legible as “agency” by subjecting such movement to a grid of computational, economic intelligibility. [more]by Michał Kłosiński
The article presents a guide describing steps for the hermeneutic interpretation of digital games. The procedure consists of ten points meant to inspire interpretative questions and formulate hypotheses. This guide is meant to test certain limits of hermeneutic methods applied to game analysis and provides a useful tool for students and scholars. [more]