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EN
This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers with the skills needed to teach the critical media literacy of videogames, the author reviews relevant videogame theory, including Bogost’s procedural rhetoric (2008a) and Consalvo and Dutton’s (2006) holistic analysis. Important concepts from these schools of videogame criticism are combined with Freire’s (2010) notion of problematizing to create an instrument that can be productively employed by educators to teach students to be critical players of videogames. It is found that the approach offered bridges the gap between theory and student concerns, results in greater personalization on the part of students when they analyze videogames, and is able to help students raise emergent issues that the researcher could not anticipate. It is hoped that educators will share these emergent issues and continue the discussion.
EN
In videogames industry, time series analysis can be very useful in determining the general evolution and behaviour of the market dynamics. These methods are applicable to any time series forecasting problem, regardless of the application sector. This article discusses time series approaches to forecast the sales of console games for the Italian market. In particular two univariate techniques were evaluated, exponential smoothing and the SARIMA technique. The aim is to exploit the capabilities of these statistical methods in order to have a comparison of the results and to choose the most accurate model through an ex-post evaluation. Using monthly time-series data from November 2005 to September 2017, the selection of the most suitable model was indicated by the smallest value of the measures of accuracy (MAPE, sMAPE, RMSE) for the out-of-sample observations regarding the period October 2017-September 2018. The implementation of the models was done using Forecast PRO and Gretl. The time series involved is related to the sales regarding the first party manufacturers of consoles and handhelds (Microsoft, Sony and Nintendo).
EN
Even though film is having the biggest esthetical impact on videogames, player’s participation during the gameplay suggests rather a theatrical – per- formative trope. It shouldn’t be however the reason to question narrative aspects of videogames. In this article I signal that mainstream videogames are drifting away from competition and moving closer to narration of intere- sting stories, in which a player is participating and also becomes a narrator. I describe this occurrence using Erika Ficher-Lichte’s performative esthetics and Jean Baudrillard’s simulation theory.
EN
Izabela Tomczak and Paweł StachuraAdam Mickiewicz University in PoznańPolandShaping the Avatar Identity in Computer Games A Study in Game Adaptations of Henry David Thoreau’s WaldenAbstract: The article discusses possibilities of character building in computer games, which for many gamers is a way of expressing and modifying their own identity. Games differ in the degree of freedom given to a gamer in shaping the identity of the in-game character, or avatar, and in many games avatar-formation is an important part of game structure, providing a lot of game satisfaction, and requiring as much time and involvement as the game-play itself. The games under discussion are adaptations of H.D. Thoreau’s Walden. The choice of games stems from the observation that identity, freedom, and limitation are important themes of Thoreau’s work, which is reflected in the games under discussion. The three games discussed in the article are, thus, treated as modernist and postmodernist readings of a literary text, giving the reader/gamer more or less limited possibilities of shaping the character/avatar. Keywords: cultural theory, Henry David Thoreau, Walden, videogames
PL
For an abstract in English, scroll down.Artykuł omawia możliwości kształtowania postaci w grach komputerowych, dla wielu graczy jest to możliwość wyrażenia i modyfikacji własnej tożsamości. Gry różnią się bardzo swobodą, jaką gracz ma przy kształtowaniu tożsamości postaci-awatara, którą gra, przy czym w wielu współczesnych grach jest to ważna część struktury gry, dostarczająca graczom dużo satysfakcji i wymagająca od nich równie dużo czasu i zaangażowania, co sam proces gry. Omówione gry to komputerowe adaptacje dzieła Walden Henry'ego Davida Thoreau. Dobór przykładowych gier jest uzasadniony tym, że tożsamość, wolność i ograniczenie to ważne tematy dzieła Thoreau, znajdujące swoje odzwierciedlenie w grach opartych na tekście. Trzy omawiane gry zostały zatem potraktowane jako modernistyczne i postmodernistyczne odczytania tektstu literackiego, dające mniej lub bardziej ograniczone możliwości kształtowania postaci-awatara gracza.The article discusses possibilities of character building in computer games, which for many gamers is a way of expressing and modifying their own identity. Games differ in the degree of freedom given to a gamer in shaping the identity of the in-game character, or avatar, and in many games avatar-formation is an important part of game structure, providing a lot of game satisfaction, and requiring as much time and involvement as the game-play itself. The games under discussion are adaptations of H.D. Thoreau's Walden. The choice of games stems from the observation that identity, freedom, and limitation are important themes of Thoreau's work, which is reflected in the games under discussion. The three games discussed in the article are, thus, treated as modernist and postmodernist readings of a literary text, giving the reader/gamer more or less limited possibilities of shaping the character/avatar.
EN
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
EN
This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major influences in pop-culture; including videogames. The main goal of this study is to examine the applications of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of their pervasiveness.
EN
Intricately concocted temples-seemingly historically accurate down to the pixel-flash across the gamer’s screen, as the player-conquistador re-creates the downfall of the so-called “Aztec Empire,” circa 1521, a keyboard at hand instead of a cutlass. Playing the Spanish Conquest has never been easier or more exciting for the victor. Today’s recreational sundering of Indigenous-American sacred spaces and cultural monuments repeats disturbing patterns in colonialism and cultural imperialism from the Early Modern past (Carpenter 2021; Ford 2016; Mukherjee 2017). What are the lessons gamers learn by reducing digitized Mesoamerican temples, such as the grand teocalli of Tenochtitlan, to rubble? This article explores sacred landscapes, archaeology, and art relating to acts of conquest and sixteenth-century Spanish invasion of Mesoamerica. This study of Mesoamerican sacred environments supports my interpretation that careless approaches to early-modern contexts and virtual geographies created by game designers reduce the presence of Mesoamerican place-identity. I highlight empire-building games based on historical events and situate gaming experiences, old and new, as interventions in sacred architecture. The study draws in ethnospatial considerations of settings and ornamentation to furthering the recent Game Studies critiques on cartographies, narratologies, and play mechanics, here focusing on the geo-spiritual components of playing out aspects of Mesoamerica’s encounters with Spanish military and cultural conflict (Lammes et al. 2018). I reveal the importance of place attachment, ethnohistory, and archaeology in making more meaningful experiences and argue that current art history-adjacent gaming agendas create fun and profit at the expense of iconic structures of Mexico’s heritage, such as the Postclassic single- and double-topped teocalli (temple-pyramids). The final thoughts call for increased interventions from scholars upon developer-player negative feedback loops that repurpose inaccurate mythos from historiography of the “Spiritual Conquest” paradigm.
EN
Bergman vs. Batman. Technical Disillusion as an Artistic Device in Video Games in the Context of Literary and Film Techniques   The aim of the article is to present the idea of technical disillusion as an artistic device used in particular videogames. This phenomenon is analyzed using the example of Batman: Arkham Asylum (Rocksteady; 2009). Because of the far-reaching analogies with techniques present in other artistic discourses, the device of technical disillusion is also examined in the context of literature and film – especially in regards to Ingmar Bergman’s Persona. From this perspective, using technical disillusion as a device exposes its artistic potential and enables us to consider games as space for creative exploration.
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