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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

What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients 2

Bang Xia; Huiwen Wang; Ronggang Zhou

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

Pp. 498-522

Reasons Why: Examining the Experience of Women in Games 140 Characters at a Time

Amanda Ochsner

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

Pp. 523-542

There Is No Solution!: “Wicked Problems” in Digital Games

Frank G. Bosman

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

Pp. 543-559

Avatar as Second Suit: Power and Participation in Virtual Work

Stina Bengtsson

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

Pp. 560-578

A Sense of Belonging: Pokémon GO and Social Connectedness

Kellie Vella; Daniel Johnson; Vanessa Wan Sze Cheng; Tracey Davenport; Jo Mitchell; Madison Klarkowski; Cody Phillips

<jats:p> The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews ( N = 15) and collected online social forum reports of gameplay ( N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement. </jats:p>

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

Pp. 583-603

Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning

Michelle F. Wright

<jats:p> In the context of the actor–partner interdependence model, this study examined the influence of friendship quality on console-gaming aggression (i.e., verbal aggression, camping, trolling) and how such associations might be mediated by anger and revenge planning. These associations were examined among 51 pairs of friends in eighth grade, who regularly play online first-person shooters together. Results indicated that poor friendship quality was related positively to verbal aggression, trolling, and camping. In addition, these relationships were mediated by anger and revenge planning. These findings suggest that friendship quality, anger, and revenge planning are important in adolescents’ aggressive behaviors through first-person shooters. </jats:p>

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

Pp. 604-621

Rhetorical Strategy and Creative Methodology: RevisitingHomo Ludens

Joshua Daniel-Wariya

<jats:p>This article revisits Johan Huizinga’s theory of play in Homo Ludens by considering his rhetorical and methodological choices. The essay examines particular concepts that have been subject to hermeneutical debate and suggests they might be understood through an appreciation of how Huizinga deliberately cultivated clashing points of view in his work as an embodiment of his poetic methodology. This methodology is, in turn, reflected by particular rhetorical practices evident in his writing style. The essay discusses three specific rhetorical devices used by Huizinga in Homo Ludens to make knowledge about play. With these realizations about Huizinga’s rhetoric and methodology in mind, the essay then contextualizes his use of the term magic circle within the political agenda of Huizinga’s writing in general as a philosophical response to logical positivism. The essay concludes by reflecting upon how an appreciation of Huizinga’s rhetoric, methodology, and politics might be helpful for student-researchers.</jats:p>

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

Pp. 622-638

From Manual to Automated to Digital: On Transmediality, Technological Specificity, and Playful Practice in Mahjong

Hanna Wirman; Olli Tapio LeinoORCID

<jats:p>Through a case study of variations in the game of Mahjong differing from each other in terms of the extent of technological assistance involved, this article sheds light on questions of transmediality and technological specificity of games and play. It argues that while the variations in Mahjong can be described as sitting together in a family resemblance, the specificities of the technologies and the sociocultural contexts involved give rise to new kinds of playful practices that are not reducible to the “transmedial Mahjong” but whose understanding nevertheless necessitates knowledge of the rules and conventions of Mahjong. This not only casts critical light on how the “ludological” paradigm of game studies has defined its object of study but also prompts reconsideration of the role of technology when applying perspectives that emphasize the processual nature of games.</jats:p>

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

Pp. 639-659

Newcomers in a Global Industry: Challenges of a Norwegian Game Company

Kristine Jørgensen

<jats:p>This article presents results from a study of work practices in a Norwegian game development studio. Identifying key challenges faced by the company, the article argues that the combination of project management issues and a lack of human and financial resources led the company into an unfortunate situation where they were simultaneously working on two overlapping projects and thus were forced to cancel one of the projects. Further, the article also discusses how welfare measures related to cultural policy support system and work environment legislation may have impacted upon the process.</jats:p>

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

Pp. 660-679

Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry

Tom Boellstorff; Braxton Soderman

<jats:p>In this article, we develop the concept of “transplatform” to contribute to platform studies. We analyze the rivalry between the Atari Video Computer System (VCS)—the best-known member of the “second generation” of home videogame consoles—and Intellivision, which was the Atari VCS’s key competitor for most of this period. Through this analysis, we hope to provide conceptual tools for rethinking the notions of platform, culture, and context in platform studies. In particular, we seek to link the two main ways platforms are currently understood—“computing platforms” like the Atari VCS or Flash and “social platforms” like FaceBook or YouTube. Online sociality is increasingly “platform sociality” in some form. Understanding platforms not just in “context,” but as shaped by rivalries not ontologically subsequent to the platforms themselves, is vital to responding to these emerging formations.</jats:p>

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

Pp. 680-703