Reviewed book: PRAVDOVÁ, H.: From Homo Ludens to Homo Medialis: Cultural Dimensions of Game Principles and Media. Prague : Wolters Kluwer, 2022. 132 p. ISBN 978-80-7676-542-9.
Prior feminist studies in the field of digital education focus primarily on the need to retrain teachers and the need to attract women to programming. Digital games have been a part of both formal and informal education processes for several decades. Despite their longstanding prominence, the potential for gender education has not yet been fully explored. The paper focuses on specific games and uses content analysis to focus on the interactive, narrative and audiovisual components of digital games and on individual motifs or mechanics that are associated with appropriate feminist themes. The main aim of the article is to showcase the abilities and limits of educational digital games created by independent developers to teach players within the gaming community about topics of sexuality. The text also shows how individual games can help in the field of gender education. At the same time, by examining the game market, we estimate what possibilities independent educational games have for reaching audiences in gaming culture.
Among other things, digital games can be considered valuable cultural artefacts, and in their physical form, they are inherently collectable. The study aims to reflect on digital game collecting and investigate the impact it has on the contemporary digital games industry. The current trend we would like to focus on further is the influx of ‘limited-print run’ companies and their products, i.e., small-scale companies that produce physical copies of otherwise digital-only games in a limited quantity or within a limited time frame. The study aims to examine the impact of limited-print game distribution on the digital games market, as well as explore what the emergence of this trend can mean in terms of the current state of the digital games industry from the collectors’ perspective. The study is largely theoretical; the methods of logical reasoning, i.e., analysis, synthesis, specification, comparison and wider generalisation are used to address the given topic. The discussed issues are then interpreted in relation to today’s digital games industry, more specifically to some of its key products.
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