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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

Temporary Break or Permanent Departure? Rethinking What It Means to QuitEVE Online

Kelly Bergstrom

<jats:p>To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article demonstrates that quitting is not a strict binary where one moves from playing to not playing. Furthermore, quitting in the context of MMOGs is not always a definitive act as some players will leave and then return to a particular game numerous times. Ultimately, this article argues that the voices of former players are an underattended demographic that can add further insights allowing game scholars to better understand why players gravitate toward particular games and not others.</jats:p>

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

Pp. 276-296

Playing Around With Morality: Introducing the Special Issue on “Morality Play”

Malcolm Ryan; Paul Formosa; Rowan Tulloch

<jats:p>This special issue of Games and Culture focuses on the intersection between video games and ethics. This introduction briefly sets out the key research questions in the research field and identifies trends in the articles included in this special issue.</jats:p>

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

Pp. 299-305

Designing Games for Moral Learning and Knowledge Building

Karen SchrierORCID

<jats:p> How can we better learn about and teach moral thinking and skills? How can we solve moral problems? One possible way is to create and use moral learning games, or games that enable players to work on moral scenarios, make moral choices, and gain relevant skills. One possible subcategory of these games is moral knowledge games, or games that aim to solve real-world moral problems and create new knowledge about morality. This article systematically analyzes relevant literature and related games and media to uncover a preliminary set of design principles for creating moral learning games and moral knowledge games. Frameworks such as the Elemental Tetrad, Mechanics, Dynamics, and Aesthetics (MDA), and Ethics Practice and Implementation Categorization Framework (EPIC) were used to analyze individual games and media. Ten different categories of principles emerged, along with 95 possible subprinciples. Implications, next steps, and limitations of this analysis were also discussed. </jats:p>

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

Pp. 306-343

Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms

Johannes Katsarov; Markus Christen; Ralf Mauerhofer; David Schmocker; Carmen Tanner

<jats:p> The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players’ moral sensitivity (MS). A lack of MS may lead people to behave unethically, without awareness for their actions’ moral implications. In this study, we conduct a theory-based evaluation of 20 distinct game mechanisms in view of their potential to promote MS. MS is thereby operationalized in terms of three learning outcomes (LOs): empathic concern for relevant groups, alertness to values/principles, and awareness for one’s vulnerability to biases. This study suggests that MS is best promoted through a careful combination of game mechanisms, addressing all three LOs. </jats:p>

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

Pp. 344-366

Just War? War Games, War Crimes, and Game Design

Iain DonaldORCID

<jats:p> Military shooters have explored both historical and modern settings and remain one of the most popular game genres. While the violence of these games has been explored in multiple studies, the study of how war and the rules of war are represented is underexplored. The Red Cross has argued that as virtual war games are becoming closer to reality, the rules of war should be included. This article explores the argument put forward by the Red Cross and its reception by games media organizations, in order to consider how the concept of “just war” is represented within games. This article will focus on concerns over games adherence to the criteria of jus in bello (the right conduct in war) and will also consider the challenges that developers face in the creation of entertainment products in the face of publisher and press concerns. </jats:p>

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

Pp. 367-386

The Case of This War of Mine: A Production Studies Perspective on Moral Game Design

Stephanie de Smale; Martijn J. L. Kors; Alyea M. Sandovar

<jats:p> This article reports on a study with 11 bit studios and their game, This War of Mine. Rather than a formal analysis of the game, our objective was to situate the research in game production studies by documenting the design context (gamework) and designer perceptions about the game that inform morally complex gameplay. The research was conducted with four team members of 11 bit studios: a senior game designer, a writer, a senior writer (with stakes in marketing), and a quality assurance lead. We employed reflective interviewing techniques and visual methods to better understand how moral gameplay was designed. Our analysis illustrates the roles underlying narratives in the design process and balancing everyday work negotiations play in the design of moral gameplay, how a designer’s research informs the vision to create emotional realism in the game, and the importance of a player-centered iterative design process to produce morally engaging gameplay. </jats:p>

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

Pp. 387-409

Morality Play: A Model for Developing Games of Moral Expertise

Dan Staines; Paul Formosa; Malcolm Ryan

<jats:p> According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the design of serious games for ethical expertise development based on the Integrative Ethical Education framework from moral psychology and the Lens of the Toy model for serious game design. </jats:p>

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

Pp. 410-429

Rebel Girls and Consequence in Life Is Strange and The Walking Dead

Mahli-Ann Rakkomkaew Butt; Daniel Dunne

<jats:p> The presence of women within videogames has progressed to a state where narratives about the empowerment of women are becoming popular; however, such games still invite a number of gendered stereotypes. Housed in the genre of adventure games, The Walking Dead: Season Two and Life Is Strange appear to follow in the spirit of this emerging women’s revolution but inevitably reestablish traditional presentations of sexism in the treatment of their endings. In particular, the presentation of the infamous Trolley Problem and its inherent utilitarian framework is an incendiary moment wherein these games mark rebellious women as necessary sacrifices for the greater good and the continuation of the community. This article explores these two specific moments of sacrifice at the conclusions of Life Is Strange and The Walking Dead: Season Two and engages with tensions between the status quo and the resistances that challenges these norms. </jats:p>

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

Pp. 430-449

Play and Gameful Movies: The Ludification of Modern Cinema

Lasse Juel Larsen

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

Pp. 455-477

Professional Norms and Race in the North American Video Game Industry

Sam Srauy

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

Pp. 478-497