by Logan Brown
This article provides a history of the American mobile game industry’s attempts to define their consumer base around what I call the mobile habitué, a new subjectivity defined by an increasingly habitual, strongly affective relationship with the cell phone as an extension of the self. [more]by Lina Eklund, Anna Foka, Johan Vekselius
This study explores the doing of gender, when playing historical video games, as a two-way dialogue between history and contemporaneity. We argue that the position of video game players, with contemporary values and experiences of doing gender and ‘player choice’ as a core video game value, impacts historical reconstructions available. [more]by Elisabeth Holl, Gary Lee Wagener, André Melzer
While negative stereotypes of female gamers still exist, mixed research results do not confirm that females play worse than males per se. Although the stereotype threat effect can explain why female gamers might feel pressured and perform worse, our studies did not indicate such an effect. Gender performance rather depended on the game or genre. [more]by Benjamin Nicoll
Drawing on an analysis of Her Story (2015), this article argues that the failure to identify with on-screen referents in videogame play is unconsciously satisfying because it reproduces the constitutive failure of subjectivity. [more]by Alexis F. Viegas
This essay explores the understudied topic of analepses in video games. It analyzes existing studies, proposes a potential research approach through narratology and explores the implementation of both playable and non-playable past sequences in The Last of Us: Part II. [more]Book Reviews
by Dunstan Lowe
Playing the Middle Ages: Pitfalls and Potential in Modern Games (2023) edited by Robert Houghton. Bloomsbury Academic. ISBN-10: 1350242888. 283 pp. [more]