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The aim of this article is to analyse let’s play not only as entertaining act of communication but also as an eclectic one which can make games exceed themselves. Let’s play as a method of game critique has developed some key characteristics. It’s not surprising, then, that one can observe the emergence of various subversive forms such as Robert Florence’s series “File System Aging” which rises as...
In popular economic discourse, productivity is the ratio of the value of manufactured
goods to the initial input. In games, the input can be placed on the players’ side: players
invest their time, financial resources, and cultural capital in order to achieve certain
benefits, which are “produced “ in the course of the game. The status of this benefit is
dependent on the context, but developers...
Rules and narratives in video games had a complicated relationship for many years.
In game studies this conflict became evident in ludology versus narratology debate,
in video game culture critics and players talk about ludo-narrative dissonance. Both
of those phenomena express the popular belief that rules and story in videogames
oppose each other, that strategic or tactical engagement and narrative...
This article is a comparative analysis between the exploration video game genre and
the theories of contemporary city space. It focuses predominantly on confronting
spatial experience of the city space with video game space. This comparison uses the
concept of flâneur and slow space to show how these two phenomena are manifested
in virtual environments. In the exploration video games, such as...
Sexuality tends to find its way through all media, video games included. Yet, in-game erotica rarely varies from safe and tamed ways of depicting sexual intercourse typical of other audiovisual media. Something unique for computer games alone is that the productions containing interactive erotic scenes are very scarce. The aim of this paper is to analyse the most common examples of these, in order...
The article diagnoses prevalent tendencies in game design and styles of play, positioning players as strong, active, rational, and extraordinary characters able to change the world around them; embodying the logic of inevitable linear progress both in story and game mechanics; encouraging players to optimize their actions to achieve measurable gameplay effects. Foucault’s notion of technologies of...
The ludology-narratology dispute has been dismissed and neglected by many researchers. Theorists on both sides of the conflict created theories assimilating the concepts of their opponents. However, in my opinion, Ian Bogost — a scientist not involved in the dispute — has the most interesting solution to the problem. Bogost’s basic concepts — unit operations comparative criticism and procedural rhetoric...
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