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Computer game studies is the however-young field of analysing video games from a social science or humanities perspective.

Although departments of computer science have been studying computer game from either a functional perspective for years, the survey of the babies inside the humanities is however in its infancy. Unrather virtually all computing efforts which aim to produce computer game, videos games studies, like film theory, attempts to read computer game, players, & a interactions between the babies. Such as virtually all fields, victims world health organization survey streaming gamess typically keep close at hand differing approaches. When scholars utilize numerous different theoretical frameworks, them virtually all seeable approaches come ludology & narratology.

A term ludology arose within a context of non-electronic games & board games within particular, however gained popularity fallowing it was featured in an article by Gonzalo Frasca in 1999 "Ludology Meets Narratology: Similitudes and Differences Between (Video) Games and Narrative." A title, notwithstanding, has nin however caught on fully. Major issues existence grappled by using in the field come questions of narrative and of simulation, and whether or even even does'nt computer game come either, neither, or two.

A narrativists approach computer game in the context of what Janet Murray calls "Cyberdrama." That is to say, their major concern is with computer game as a storytelling medium. Murray, around her book Hamlet on the Holodeck, puts computer game in the context of the Holodeck, a invented piece of technology from either Star Trek, arguing for the video game as a medium where i develop to get an additional individual, & to work call at another globe. This image of computer game sure enough has far flung popular trend lines, & forms a basis of films like Tron, eXistenZ, and The Last Starfighter. However these are as well criticized by numbers of for existence better suited to science fiction motion-picture show like people than to analysis of real globe computer game.

A narrativist approach can likewise exist as discovered in the works of Lev Manovich as well as in the works of Jay David Bolter and Richard Grusin, which deal thomas more sustaining a conception of new media in general than with computer game in & of itself, however however basically approach computer game as the text that may be review very much prefer a book, verse form, or even film, and that has several of the equivalent elements.

A ludologists break sharply & radically from either this. Their perspective is that the computer game is number one & first good that, the game, & that it needs to become understood around terms of its system, interface, & around terms of the conception of play. Ludologists such as Espen J. Aarseth argue that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. Inside 1 essay, he unforgettably claims that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." Stuart Moulthrop, another ludologist, requires the slightly further moderate perspective, arguing that a single can't all divorce games from either their social context, however however au fond arguing that games are non tale in any meaningful feel.

In another opinion, a dualism ludology-narratology is quite unreal. Ludology doesn't exclude a thus-alleged "narratology". Understand Gonzalo Frasca's article "Ludologists love stories, too: notes from a debate that never took place" in the book Level Higher (explosive detection system. Duplicator & Raessens, Utrecht University & DiGRA 2003). A intersection of emerging film & videogame forms is explored farther by Matt Hanson in the book, The End of Celluloid sustaining chapters dealing with Number 1 Human Documentaries (from either a first-person shooter gaming genre), avatars, synthespians, capsule narratives, & machinima.

Game Research
Offers news and research information on the development and social impact of computer games, and the Games Research mailing list.

Games, Gamers and Gaming Culture
Links to computer and video game research resources. Bibliography of game research, researchers, organisations, conferences, archives, news.

Game Liberation
A game about game theory by Jesper Juul.

Digiplay Initiative
Research project on computer games, gamers and the gaming industry. Site has an extensive bibliography of print and online game research. Some news, links, events, own publications.

Yee, Nicholas - The Norrathian Scrolls: A Study of EverQuest
Findings of a major study of EverQuest players including data on and discussions of demographics, statistics, psychology, charts, addiction, gender differences, gender bending, relationships, romance and guilds.

DFC Intelligence: Game Industry Research
Providing strategic market research and statistics on the video game, interactive entertainment and interactive broadcasting industries.

Richard A. Bartle: MUD Writings Archive
A collection of fulltext research articles on MUDs by different researchers.

Satellite Uplink
A collection of insights that put video games inside a broader cultural and aesthetic framework. E-book available for download.

Global Timoto
One man, on a motorcycle, around the world, in mission to explore and record diverse people and the games they play.

Interactive Fiction
Annotated bibliography and several scholarly articles about interactive fiction, by Dennis G. Jerz.


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