Article: Moore, C. (2011). Hats of Affect.

Game Studies LogoTitle: Hats of Affect: A Study of Affect, Achievement and Hats in Team Fortress 2.
Author: Christopher Moore
Year: 2011
Additional: Game Studies 11 (1)
Available at: http://gamestudies.org/1101/articles/moore

Abstract:
An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished by its painterly aesthetics, and made unique by the introduction of hats as rewards for its players. This study investigates the intersection of virtual millinery items, player achievements, user generated content and the implications for online gamer personas as they are connected to the digital distribution platform, Steam. The article examines the iterations of affect involved in the design and play of a game no longer imagined by its publisher, the Valve Corporation, as a distinct commodity but rather a commercial community service.

Content:
Introduction
A (Brief) History of Team Fortress
The Affective Tone of Team Fortress 2
Achievements of Steam
Hats, Flaneurs and Gamer Personas
Conclusion

Posted in Article | Tagged , , , , , | Leave a comment

Editorial: Jakobsson, M. & Sotamaa, O. (2011). Special Issue

Game Studies LogoTitle: Special Issue – Game Reward Systems
Author: Mikael Jakobsson & Olli Sotamaa
Year: 2011
Additional: Game Studies 11 (1)
Available at: http://gamestudies.org/1101/articles/editorial_game_reward_systems

Abstract:
Editorial for the Game Studies Special Issue on Game Reward Systems. Reward systems are complex, multifaceted structures that have always been, and will always be, an integral core component of games. Furthermore reward systems have a social side to them by translating player investment into a more quantifiable, comparable and communicable form.

Posted in Editorial | Tagged | Leave a comment

Article: Werning, S. (2007). Translating Narrative into Code

Title: Translating Narrative into Code – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media
Author: Stefan Werning
Year: 2007
Additional: Eludamos 1 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol1no1-6/11

Abstract:
The current surge of game studies literature demands a scrutinizing look at the solidifying positions within the German and international discourse and the opportunities of finding a common vocabulary and adequate set of analytical tools.
In order to arrive at an integrative model of analysis, the intricate interplay of narrative and game mechanics (narratology vs. ludology) is considered from a comparative perspective and thus demystified. Consequently, a new model based on programming theory (object-oriented narrative) is proposed which takes into account elements of psychology, narratological concepts derived from film- and literature studies and cultural studies approaches leading to a ‘close reading’ of games.
The article is based on the assumption that computer- and videogames recode the act of ‘reading’ games as texts into a mode of ‘text-processing’ and thereby fundamentally modify the parameters of our cultural appropriation and media literacy.
The model proposed herein shall then be tentatively applied to the complex re-staging and re-examination of ‘the real’ in a wide range games from Wonderland to Enter the Matrix.

Contents:
The Story So Far – Current Notions of Game Analysis
Towards an Object-Oriented Model of Game Analysis

Posted in Article | Tagged , , , | Leave a comment

Article: Charmante, M. (2007). Real Player Manifesto

Title: Real Player Manifesto
Author: Marguerite Charmante
Year: 2007
Additional: Eludamos 1 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol1no1-5/9

Abstract:
The Ludic Society manifesto briefly introduces several ideas around the named international association of game researchers and practitioners. The Neo-?pataphysical conceptions allows new formats for the investigation of digital games as cultural phenomenon and artistic practice. The ludic field covers topics of Real Play and uselessness in techno Toy objects. In the nascent discipline Ludics an investigator of games applies poetic practices of games and play as method of research. The research field of Ludics introduces the notion of “Real Players”, who are gaming inside the best game engine we know, the “Reality Engine”. The ludic researcher emerges as penseuse maudite, as wicked severe thinker, a bon mot which Deleuze originally had attributed to Nietzsche (1965). This discourse-theoretical framing drives towards Nietzsche’s vibrant dictum of a ”gay science,” in playful formats as aphorisms and poetry (transferred out of the sphere of computer games into real life), in setups which I call Real Playing, which is distinct from Real Gaming, which normally addresses the phenomenon of incorporating computer games in real life. The Real Play highlights a certain social life and, as a mediated art, employs a game with a Real Gamer constraint, a bondage as its own rules of play. The willing acceptance of this constraint is not a limitation, but an intentionally chosen poetic rule of play in Ludics or in German´Ludistik´ (Jahrmann, 2005).

Contents:
Ludics
Real Play
The Ludic Society
Ludic Search Program
Ludic Focus
Ludic Field
Ludic Toy Objects: GoApe Chindogus
Ludic Luddite Gamefigure
Ludic Bands
Ludic Method: Ouvroirs
Ludic Pratices
Ludic Style
Ludic Joyful Jeux Stiffness
Ludic Mollusc
Ludic Life
Ludic Topic: Ostensible Uselessness
Ludic Real Players
Ludic Principals

Posted in Article | Tagged , | Leave a comment

Article: Keuneke, S. (2007). (Dis-)integrative Effects of MUD-Usage as Seen by the Players

Title: (Dis-)integrative Effects of MUD-Usage as Seen by the Players
Author: Susanne Keuneke
Year: 2007
Additional: Eludamos 1 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol1no1-4/7

Abstract:
Most studies on social relationships in Multi-User-Dungeons (MUDs) focus on the online development of the relationships or on their trans¬fer from Virtual Reality (VR) to Real Life (RL). The perspective of my study is broader: 50 players of the German MUD Avalon were questioned in an online survey about the relationships they had gained or lost by playing online – and for their own judgement on the effects the MUD had on their social network. Of these 50, 20 participated in qualitative online interviews; their answers allow a better under¬standing of the quantitative data. The main results of the quantitative survey are that most of the players gained new relationships – in¬cluding an amazingly high number of couples – and only one player lost a friend; nevertheless nearly half of the players had neglected their RL relationships for some time. The interviewees judged these effects according to their RL experiences: Highest ratings were re-ported by those who gained closer relationships in VR than they were used to in RL – even though this might mean that they had simply found acquaintances rather than real friends.

Contents:
Introduction
The Avalon Study
The Survey
The Qualitative Interviews
–> Neglect of RL-Network
–> The Interplay of Social Retreat and Psychological De-Compensation: The Case of Ulrike
–> Overall Assessment of Social Effects
–> Overcoming Isolation through Playing: The Case of Julia
Conclusion

Posted in Article | Tagged , | Leave a comment

Article: Babic, E. (2007). On the Liberation of Space in Computer Games

Title: On the Liberation of Space in Computer Games
Author: Edvin Babic
Year: 2007
Additional: Eludamos 1 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol1no1-3/5

Abstract:
This article describes the evolution of space in computer games from self-contained spaces to more processual concepts. While in the early age of computer games the design of space primarily caused specific interpretations and acts (invasion or defence of space – as a matter of opinion), the latter concepts become more and more indefinite: Former hard-fought dungeons and space stations resolve into landscapes open for relational perspectives. Insofar as the design of space loses its impact on the perceptions and actions of the players, acts of social communication and not warfare reduce uncertainty. The thesis is that this process gives rise to the formation of communities and the unpredictable configuration of space.

Contents:
Introduction
Chapter One
Chapter Two
Chapter Three
Conclusion

Posted in Article | Tagged , | Leave a comment

Article: Gieselman, H. (2007). Ordinary Gamers

Title: Ordinary Gamers: The Vanishing Violence In War Games And Its Influence On Male Gamers
Author: Hartmut Gieselman
Year: 2007
Additional: Eludamos 1 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol1no1-2/3

Abstract:
War games often try to simulate the characteristics of real weapons – their range, loading times and the bullets’ caliber in order to create an authentic image of war. What they do not show is its authentic violence. Usually we do not see blood pixels and splatter orgies as in dungeon games in which the player has to fight monsters and zombies with eg. magic swords. Instead pictures of a clean war are presented in which civilians hardly ever appear and every weapon hits the target remote-controlled. Because of the simulation’s naturalism gamers may believe that a genuine war looks like the one the screen – and, in fact, today’s soldiers are not faced with the ‘white in the eye of the enemy’ any longer what they do see are symbols on the radar or abstract objects on a computer screen. Accordingly, the real war more and more looks like a computer game while the computer game increasingly looks like reality.

Among the currently most popular war game genres are World War 2 games. They met their renaissance with the 1998 release of Stephen Spielberg’s Hollywood movie “Saving Private Ryan”. The film starts with an impressive staging of the battle following the landing at Omaha Beach in 1944 and subsequently a number of WW2 games were published in which gamers could re-enact the battle over and over on the internet. The respective gamers are organised in so called clans which often refer to historical divisions of Allied forces or German troops. Some of them even play under the names of well-known SS divisions such as “Leibstandarte Adolf Hitler”.

Most of the other gamers in this community do not seem to object to SS-clans who argue that they were only re-enacting their idols’ campaigns and did not share their biologist and racist world view. Thus, they try to promote the image of the bravely fighting SS-soldier in disregard of the war crimes committed by the Waffen-SS. Such arguments resemble the patterns used in speeches of the German Neo-Nazi party NPD.
In my article, I will analyse popular war games and the way they try to advance the image of the brave soldier and a intriguing weapon technology while neglecting the effects of violence and atrocities and how these games do not appear in the daily discussion about violence and are mostly elided by the protection of minors.

Contents:
Introduction
The Non-Violence of the War Machinery
Virtual Reenactment
Evolution of the Soldier Image

Posted in Article | Leave a comment

Article: Lammes, S. (2010). Postcolonial Playgrounds

Title: Postcolonial Playgrounds: Games and Postcolonial Culture
Author: Sybille Lammes
Year: 2010
Additional: Eludamos 4 (1)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol4no1-1/149

Abstract:
Many games touch upon issues that are related to the postcolonial culture we live in. Be it in the shape of referring to how it has generated ethnic differences, subscribing to (post) capitalist values of winning and gaining, or by employing militarist strategies that have been partly shaped by our colonial histories, cultural notions that are related to our colonial past are often resonant in games.

However, one particular strand of strategy games takes the notions of colonialism as its most central focus. Games like Age Of Empires (AOE), Civilization and Rise of Nations, may differ greatly in certain ludological aspects, but all share a strong fascination with colonial history. Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures.

Even though it is evident that such games share an explicit fascination with colonial history, it remains less clear in what way they may be called postcolonial. In this article I will shed light on why and how such games can be called postcolonial and should even be conceived as one of the most significant arenas to express the tensions and frictions that are part of the postcolonial culture we live in. As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture. I will argue that the very character of digital games as well as the specific game mechanisms of historical strategy games makes them postcolonial playgrounds par excellence.

Contents:
Introduction
The Player as Cartographer
The Practice of Post-colonial Life
Playgrounds

Posted in Article | Tagged | Leave a comment

Article: Gish, H. (2010). Playing the Second World War

Eludamos-4-2Title: Playing the Second World War: Call of Duty and the Telling of History
Author: Harrison Gish
Year: 2010
Additional: Eludamos 4 (2)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol4no2-4/183

Abstract:
Through its interactive representation of the Second World War, the Call of Duty series is emblematic of a contemporary form of historical remembrance. This article analyzes the ways in which the series’ cut scenes and game play interrelate and represent history, warfare, and traumatic violence. Using Marita Sturken’s discussion of screen memories as sites of negotiation between differing conceptions of the past, the essay positions Call of Duty as a digital screen memory that actively produces multiple, competing understandings of historical warfare.

Contents:
Introduction
Call of Duty and the Layering of Historical Narrative
Call of Duty and the Representation of Traumatic Violence
Call of Duty as Digital Screen Memory

Posted in Article | Tagged , | Leave a comment

Article: Reyes, I. & Adams, S. (2010). Screening Play

Eludamos-4-2Title: Screening Play: Rules, Wares, and Representations in “Realistic” Video Games
Author: Ian Reyes & Suellen Adams
Year: 2010
Additional: Eludamos 4 (2)
Available at: http://www.eludamos.org/index.php/eludamos/article/view/vol4no2-3/182

Abstract:
In highlighting the apparatus as the keystone for the magic circle of video gaming, we displace players—the subject of ludology—and “text”—the subject of narratology. This is not to deny the importance of players’ agency or the meanings of texts in video gaming; rather it is to reconsider these with regard to the screening of player from played inherent in the gaming apparatus. To better understand the situation of homo ludens in these more mediated play spaces, we turn to Jacques Lacan’s account of “split” subjectivity and retread it by explaining how it may well explain the operation of a magic circle spanning three dimensions of screen-play: rules (Symbolic dimension), representations (Imaginary dimension), and wares (Real dimension).

In the end, we come around to the other space of Huizinga’s theory—the connections with the non-game world—to show that the value of video game play is also found beyond the apparatus, that the experience and enjoyment of video games are affected in part by social reality and, in turn, social reality is being affected by the experience and enjoyment of video games. Arriving at this point by first theorizing the video game apparatus, however, highlights matters of video game design more so than issues of audience or textual analysis. To illustrate this perspective, we conclude by defining three ways to analyze video games in terms of “realism,” proposing three types of video game realism: representational, simulative, and inverse.

Contents:
Introduction
Huizinga and the Screened Circle
Lacan and the Magic Knot
The Loci of Video Game Play
The Other Locus of Play
Three Realisms: Representational, Simulative, and Inverse
Conclusion

Posted in Article | Tagged , | Leave a comment