by Frederik Bakkerud
This article builds on the cybermedia model to posit a specialised, four-layered framework of game spatiality comprising representational, mechanical, material and player levels. In principle, this ontology allows for the analysis and comparison of vastly different game systems, even those upheld entirely by the players themselves. [more]by Alex Custodio, Michael Iantorno
This article proposes the study of unexceptional consoles -- devices that have been relatively uncelebrated by either the public or the academy and thus sit outside the standard canon of game history. [more]by Eoghain Meakin, Brian Dixon, Murat Akser
This article posits using Hans-Georg Gadamer’s terminology when discussing the player’s interpretive journey. In contrast to other game studies research using hermeneutic approaches, this article focuses on specific key terms from Gadamer's work to analyze PlatinumGames’ NieR: Automata (2017). [more]by Yoel Villahermosa Serrano
This article examines the neocolonial portrayal of Latin America in video games, focusing on titles like Shadow of the Tomb Raider. It explores the problematic use of Indigenous figures and the perpetuation of "white savior" archetypes. These depictions reinforce damaging stereotypes, erasing cultural nuances that foster internalized colonization. [more]Review
by Paul Martin
Player vs. Monster: The Making and Breaking of Video Game Monstrosity (2023) by Jaroslav Švelch. Boston, Massachusetts: The MIT Press. ISBN: 9780262047753. pp. 240. [more]by Jaakko Suominen
Arcade Britannia: A Social History of the British Amusement Arcade (2022) by Alan Meades. Boston, Massachusetts: The MIT Press. ISBN: 9780262544702. pp. 336. [more]by Hanna Wirman
Game: Animals, Video Games, and Humanity (2022) by Tom Tyler. Minneapolis, Maryland: University of Minnesota Press. ISBN: 9781517910198. pp. 248. [more]