by Danielle Burrell-Kim
This article is an exploratory study on the representation of speech impediments in the Dragon Age series, The Witcher 3: Wild Hunt, Red Dead Redemption 2 and Cyberpunk 2077. This study emphasizes patterns of linguistic ableism as well as potential approaches to the normalization of characters with speech differences. [more]by Kimberly Dennin, Adrianna Burton
Despite being an explicit endeavor in queer representation, we argue that The Last of Us Part II does not offer a resistive experience of play for its queer players. Our conclusion is grounded in a formalization and use of experiential play as an analytic tool--a framework that centers diversity by studying players' individual embodied experiences. [more]by Jacqueline Moran
This article provides an overview of Interpretative Phenomenological Analysis (IPA), including theoretical foundations and method through its application to a case study. Considering its roots in hermeneutic phenomenology and emphasis on lived experience, IPA is ideal for investigating personal experiences and situated meanings in games. [more]by Peter Nelson
This article offers an aesthetic analysis of user-generated content in game sandbox platforms, with a focus on the consolidation of 3D creative tools, game engines and game sharing platforms into single software environments. [more]by Jesper Verhoef
This article proposes to expand research into gaming discourse. An analysis of popular discourses on handheld game consoles suggests that a focus on consoles rather than games/gaming might challenge the prevailing view that gaming caused moral panic. A comparison with the response to other contemporary media foregrounds this divergent portrayal. [more]