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Games and Culture: A Journal of Interactive Media

Resumen/Descripción – provisto por la editorial en inglés
Games and Culture (G&C), peer-reviewed and published quarterly, is an international journal that promotes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies and its scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives.
Palabras clave – provistas por la editorial

No disponibles.

Disponibilidad
Institución detectada Período Navegá Descargá Solicitá
No detectada desde ene. 2006 / hasta dic. 2023 SAGE Journals

Información

Tipo de recurso:

revistas

ISSN impreso

1555-4120

ISSN electrónico

1555-4139

Editor responsable

SAGE Publishing (SAGE)

País de edición

Estados Unidos

Fecha de publicación

Tabla de contenidos

Militaristic Attitudes and the Use of Digital Games

Ruth Festl; Michael Scharkow; Thorsten Quandt

<jats:p> From their beginnings until today, digital games have been a substantial part of what has been labeled the “military–entertainment complex” deeply imbued with militaristic messages and imagery. Within cultivation research, this enhanced exposure to war and militarism is supposed to be associated with the adoption of military norms and thinking. Concepts on narrative persuasion specify this relationship between certain narratives and the adoption of story-inherent beliefs. Based on these theoretical concepts, the present study tries to investigate the relationship between aspects of gaming and militaristic attitudes. We carried out a representative survey of 4,500 gamers with an added control group of 500 nongamers. Militaristic attitudes were measured using a newly developed multidimensional militarism scale. Structural equation modeling did not reveal any relationship between gaming and militaristic attitudes. Moreover, neither the gaming type (multiplayer vs. single) nor the gaming frequency or a preference for shooter games was significantly related to militarism. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 392-407

Is the Video Game a Cultural Vehicle?

Chi-Ying Chen

<jats:p> Following the exportation of Japanese media products such as TV dramas, Japanese culture and products have swept across many Asian countries, especially Taiwan. Based on the historical background and unique characteristics of games, this study investigates the cultural effect of Japanese video games on players in Taiwan. This study also presents an analysis of the differences between TV and the video game as cultural vehicles. We used both quantitative and qualitative methods. Results indicate a relationship between game-playing behavior and the identification of Japanese culture. However, the relationship between video game playing and consumption was nonsignificant. This shows the power of video games in nation-building but not in nation-branding, in contrast with TV. This study presents a discussion of the findings to shed light on the cultural effects of video games. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 408-427

Reality and Terror, the First-Person Shooter in Current Day Settings

Michael Hitchens; Bronwin Patrickson; Sherman Young

<jats:p>The first-person shooter (FPS), with its subjective view point and relentless action, gives its players an intense, often violent, virtual experience. There has been considerable debate about the effects of this mediated experience. Of particular concern is whether these games stage a propaganda campaign for the interests of governments and the military–industrial complex. Some fear that these games are leading us toward a perpetual state of war. However, such discussions have usually focussed on a very narrow selection from the FPS genre. This article examines a large sample, over 160 individual titles, of FPSs with a contemporary setting. The enemies presented by these games are analyzed and found to be far wider than a narrow examination of games based on topical conflicts would suggest, being instead inspired by a range of political, cultural, and literary sources. Any analysis of FPS games needs to take this diversity into account.</jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 3-29

From Separation to Integration

Young Yim Doh; Sang-Min Leo Whang

<jats:p> This research examined the identity development of Korean adult players in the online game world. Q methodology was used to investigate the subjectivity of self-development in Mabinogi (Massive Multiplayer Online Role-Playing Game). Thirty-seven adult players sorted 57 behavior statements to reflect the changes in their behaviors from past to present. Three types of self-development were found: achievement-oriented development, control-oriented development, and relational development. The behavior patterns of these three types were compared to identify similarities and differences among them in terms of psychological meanings and values in the online game life. The results illustrate that the online game world can be defined as a new behavioral setting, made possible by digital technology, in which individuals are able to experience three different paths of identity development. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 30-57

Time and Temporality in the Mass Effect Series

Samuel Zakowski

<jats:p> This article discusses the role of time in the narrative of the Mass Effect games, employing tools derived from narratological approaches to literature. On the level of the story line, time functions as the engine of the narrative arc by opposing cyclical and linear temporality. On the level of the storyworld, characters and the narrative universe are endowed with a temporal extension into past and present beyond the scope of the main story line, which increases player immersion. On the meta-narrative plane of possible worlds, the player has considerable control not only over the decisions the main character takes but also the order in which events occur—as such, the player oversees an important part of the narrative itself. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 58-79

What Makes an Orc? Racial Cosmos and Emergent Narrative in World of Warcraft

Joseph Packer

<jats:p> This article offers a new method of reading racial narrative in massive multiplayer online games. Rather than looking to the game text or the behaviors of individual players, it focuses on collective emergent behavior and demographics. From this perspective, the various racial group in World of Warcraft (WoW) take on their on unique characteristics that inform the broader WoW narrative. These differences result from the collective playing decisions of millions of gamers, influenced by the text, and also popular culture, game mechanics, and innumerable other factors. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 83-101

Pluralistic Ignorance in Virtually Assembled Peers

Margaret de Larios; John T. Lang

<jats:p>This article presents a study of pluralistic ignorance situated within the virtual community of guilds in World of Warcraft (WoW). Pluralistic ignorance is a mistaken perception of social norms that overwhelms personal attitudes and leads to behavior contrary to an actor’s attitude, and it has never been studied in the context of a virtual world. We analyze the presence of pluralistic ignorance in WoW guilds with the use of a sample of 195 players who responded to an Internet-based survey and 15 focus group participants. Findings show that pluralistic ignorance has a demonstrably lower presence in that community of WoW players than in a physical world equivalent, suggesting a higher tendency in that community toward consistency between private attitudes and public behavior. Factors uncovered that explain this difference include anonymity, safety of the Internet as social medium, and a hypersalience of identity in the WoW player community.</jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 102-121

Drafting an Army

Marcus Carter; Martin Gibbs; Mitchell Harrop

<jats:p> Multiple recent works have emphasized the contribution that nondigital game scholarship can make to the study of games and gameplay. Warhammer 40,000 is the market dominator of the nondigital tabletop wargame genre. In this article, we perform a ludological analysis of the process of preparing, or drafting, an army for a competitive Warhammer 40,000 tournament. We find that there are four interrelated categories of resources that influence this fundamentally playful process. Our results indicate that this process of preparation constitutes a core component of the appeal of Warhammer 40,000. This emphasizes the importance of understanding the diverse activities that go into gameplay that often exceed the computer game “client” or board of play. We suggest the category of engagement pastime to encapsulate these extended, ongoing elements of Warhammer 40,000’s appeal, which we define as a collection of interlinked and associated activities that serve to occupy one’s time and thoughts pleasantly. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 122-147

Facebook and FarmVille

Benjamin Burroughs

<jats:p> This article seeks to build a digital ritual framework for the analysis of social gaming and social networking. The architectural design that intertwines Facebook and FarmVille is heightened by the formal and informal participation in ritual practices, which we theorize as digital rituals. Facebook and FarmVille provide a substantive case study that delves into the topical blurring of lines around the game space or magic circle. Through digital ethnographic methodologies the article identifies a number of digital ritual engagements that fit well with Grant McCracken’s (1986) four different kinds of consumer rituals: exchange rituals, possession rituals, grooming rituals, and divestment rituals. Social gaming is contextualized as the extension of digital third places complicating distinctions between social network and social networking sites. Beyond simply phatic communication or decompression, FarmVille and Facebook through digital ritual participation are increasingly the manifestation of our networked interests, communities, and lives. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 151-166

Equipping the Designers of the Future

Nikki Kim Boots; Johannes Strobel

<jats:p> This article seeks to create a synthesis of different elements of epistemic games and their place in the larger scale of games and educational games and the potential for learning as these elements are incorporated into classroom use. This article is intended to assist educators in familiarizing themselves with the concept of epistemic gaming to both enable them to incorporate these ideas in teaching the next generation of game designers and developers and to encourage its inclusion among the various markets available for game design. </jats:p>

Palabras clave: Human-Computer Interaction; Applied Psychology; Arts and Humanities (miscellaneous); Anthropology; Communication; Cultural Studies.

Pp. 167-181