An interdisciplinary group for game studies scholars to share work, discuss topics in the field, and post CFPs and other relevant documents.
This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as ‘graduate attributes’. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to mea…[Read more]
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…[Read more]
In diesem Beitrag beschreibe ich einen Typus von Glücksspielen, der über mehrere Jahrhunderte in Mittel- und Westeuropa verbreitet war. Meines Wissens gibt es weder für das Spielgerät noch für das damit gespielte Glücksspiel eine einheitliche Bezeichnung. Nach einer einleitenden Beschreibung (1) und einem Vergleich mit ähnli…[Read more]
As Sue Kim noted at the Narrative 2018 conference, the field of narrative theory is long overdue for a reckoning with its lack of diversity and its frequent silence on issues of race, gender, and sexuality in favor of supposedly neutral, universal qualities of narrative (Hogan 2010). To be sure, the recent works by scholars such as Warhol, Lanser,…[Read more]
Developed by British game studio The Chinese Room, Dear Esther belongs to a contemporary genre of games known as “walking simulators”. These titles involve little more than travelling from one point to another, sometimes interacting with the occasional object while leisurely taking in the surrounds.
Narrative has been a central topic in game studies since the beginnings of the field, particularly in the foundational debates between narratology and ludology over whether or not games are narrative. Yet in the aftermath of those debates narrative has remained significantly limited to being a linear or at best multilinear form, and studies of…[Read more]
Glückshaus is a relatively modern version of the larger family of Games of Seven (games played with two six-sided dice and a stake board with felds usually numbered 2-12, often with an emphasized 7.). This paper looks at various historical versions of the game and shows how the modern Glückshaus version and its pecularities (e.g. a missing feld f…[Read more]
since “game studies” often just refers to the study of digital games, and I’m particularly interested in analog games, I’m actually not sure if I’m in the right place. (Maybe making the group description explicit in this regard is an option?)
My academic background is the study of religion, and German language and literature…[Read more]
Fluff means fiction, framing and flavour; it’s the material around a game’s actual rules, that illustrates and indicates but has no substantive impact on how the game is played.
Rules are crunch. They are – particularly if you’re a serious player or a traditional ludologist – the important bit.
“If your game doesn’t blend the two, it says o…[Read more]
Based on the cesspool of Islamophobia and silencing of feminist, queer, and critical race studies scholarship that the GamesNetwork listserv has been lately, I’ve been thinking about expanding the Zotero collections here to include ones that address these areas, and particularly the links between toxic gamer/gaming cultures and violences…[Read more]
Cody Mejeur replied to the topic CFP: Electronic Literature Organization Conference & Media Arts Festival 2019 in the discussion Game Studies on Humanities Commons 1 year, 8 months ago
This looks like such a fantastic conference, James! I’ve been meaning to make it to ELO for a long time. I know there’s a contingent of game studies folks that attend regularly, are there specific parts of the conference that are geared toward game studies (events, tracks, etc.)?
Hi everyone! I’m new to this group (just joined Humanities Commons thanks to Cody’s invitation).
I’m a Ph.D. candidate in Educational Psychology & Educational Technology at Michigan State, and my work focuses on the ways games foster disciplinary reasoning and habits of mind (e.g., historical empathy, science and engineering practices). I’m also…[Read more]
I think most folks have forgotten about this group, and I’m at least partly to blame for that–after making it last fall, I got distracted by a number of other projects and didn’t keep up with this as much. I’m still very interested in developing it, particularly as a place to gather discussions, cfps, and resources for game studies…[Read more]
Hi Cody, I’d also forgotten about this group. FWIW the best place I’ve found to talk about Game Studies stuff is the Game Studies Study Buddies channel in the Ranged Touch discord server – Game Studies Study Buddies is a monthly podcast that’s worth looking into, as well!
I’m working on an event for the Game Studies Guild at Michigan State, which does critical Let’s Play events where we play games and discuss them together. Our speaker for the event is focusing on speedrunning, but I’m having difficulty finding scholarship to read and share on the topic beyond Rainforest Scully-Blaker’s piece in Game…[Read more]
Hi Cristian, no worries at all! Still getting the group going as I’m able, and need to make a better habit of checking it myself! That makes total sense, and while there has definitely been work on this area since 2005, I think the sense I’ve gotten from Espen and others work on this is that building typologies and a systematized way to study and…[Read more]
Hi, Cody. Sorry for not replying before. I had forgotten about this.
I haven’t read about the topic in a while (since 2005 maybe). Back then, there wasn’t something as I’m intending to propose. Right now, I must read all what has been written on the inner structure of video games, but a quick scan of titles led me to the research published by…[Read more]
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