Past Issues

A full archive of all article PDFs can be downloaded via Google Drive, here.

Volume 1, Issue 1 (January 2014)

Volume 1, Issue 2 (June 2014)

Volume 2, Issue 1 (January 2015)

Volume 2, Issue 2 (August 2015)

Volume 3, Issue 1 (January 2016)

Volume 3, Bonus Issue A (July 2016)

Volume 3, Issue 2 (November 2016)

Volume 4, Issue 1 (August 2020)

Volume 5, Issue 1 (April 2023)

Volume 5, Bonus Issue A (September 2023)

Volume 6, Bonus Issue A (December 2024)

Volume 6, Issue 1 (January 2026)


VOLUME 1

VOLUME 1, ISSUE 1:

FULL ISSUE PERMALINK (JANUARY 2014)

Editorial: Standing on the Horizon of the Second Generation by N. A. Hanford

Welcome to the inaugural issue of our open access, peer reviewed journal. Drawing out the assumptions and ideals of the journal, this text serves as an introduction for the current and future issues of the Journal of Games Criticism.

The Other Side of the Valley; Or, Between Freud and Videogames by K. Aardse

This paper explores the root of the uncanny valley as based in Freud’s uncanny and posits that the uncanny valley allows us to engage in acts of violence and enjoy a masochistic relationship with the videogame; this relationship would break down if the uncanny valley is conquered.

“You’re Just Gonna Be Nice”: How Players Engage with Moral Choice Systems by A. Lange

Are you a Paragon, or a Renegade? Light Side, or Dark Side? I surveyed over 1000 gamers to see how they engaged with moral choice systems in video games. The results are sadly predictable: You’re all too nice.

Public Memory and Gamer Identity: Retrogaming as Nostalgia by D. S. Heineman

This essay adopts a critical perspective to analyze the rise of retrogaming culture and its related practices. Specifically, it considers the role of nostalgia in both constructing a retrogamer identity and in contesting histories of the medium.

Across Worlds and Bodies: Criticism in the Age of Video Games by B. Keogh

This article highlights the values inherited by game studies that have resisted the creation of a toolkit for close, descriptive analysis of individual texts. It suggests one path forward grounded in the phenomenological pleasures of videogame play across worlds and bodies.

Visualizing Game Studies: Materiality and Sociality from Chessboard to Circuit Board by A. Trammell & A. Sinnreich

In this essay, we describe a paradigm shift in the social function and reception of games, from metaphors to social instruments. We also offer a taxonomic visualization of the Game Studies field in order to show the history of this paradigm shift.

Gaming for Better Life: A Review of Jane McGonigal’s Reality Is Broken by Q. Ji

Jane McGonigal’s groundbreaking work Reality Is Broken challenged the negative-effects-oriented rhetoric of game criticism by reconciling the contradictory relationship among games, individual well-being, and social change from a game designer’s perspective.

VOLUME 1, ISSUE 2:

FULL ISSUE PERMALINK (JUNE 2014)

The Brechtian, Absurdist, and Poor Video Game: Alternative Theatrical Models of Software-based Experience by C. Evans

This essay proposes a set of avant-garde models for video game illusions prioritizing artistic goals that do not necessarily function in terms of the market. The author both challenges and builds upon Brenda Laurel’s “Computers as Theatre” analogy by incorporating approaches from 20th Century theatre into video game creation.

Beyond Identification: Defining the Relationships between Player and Avatar by L. Papale

Do we really identify with our avatar, no matter what? This article deconstructs the notion of identification and tries to determine how and why different kind of characters, points of view, and video game genres convey and allow different relationships between player and avatar.

Do You Feel Like a Hero Yet? Externalised Morality in Video Games by M. J. Heron & P. H. Belford

Game morality systems are, by and large, incapable of confronting players with meaningful issues of ethical complexity. In this paper, we discuss two titles that present real moral issues while avoiding the classical tropes of in-game karma meters.

Why Failing in Games is a Positive Aspect of Play: A Review of Jesper Juul’s The Art of Failure by P. Lorentz

Jesper Juul’s latest book The Art of Failure interrogates the role of failure in video gaming by questioning the paradox between the pain felt when failing and the eagerness to reiterate the experience. Juul displays his thoughts and observations harvested along his experience.

Cyborgs and Academia by J. Köller

If player and game are joined together as one, then the activity of playing the game becomes playing with oneself. … The majority of academic work still exists behind such firewalls or paywalls, and you are speaking the same language, which is a barrier of its own.

Reply to J. Köller by G. S. Hubbell & N. A. Hanford

Academia has valuable informal institutions. … We want and value your language—we see your craft of writing as a craft of knowledge.

VOLUME 2

VOLUME 2, ISSUE 1:

FULL ISSUE PERMALINK (JANUARY 2015)

Hermeneutics and Ludocriticism by V.-M. Karhulahti

This article introduces the concept of ludocriticism as a practice for evaluating videogame artifacts. It is not so much concerned with understanding the product, but rather with whether the product is worth understanding. The primary method of this practice is hermeneutics.

All of Your Co-Workers are Gone: Story, Substance, and the Empathic Puzzler by M. J. Heron & P. H. Belford

This paper discusses the nature of structured and non-structured exploration and the pivotal role it plays in the experience we have of branching narratives. We then discuss how free-from story structures create a new kind of game genre—the “empathic puzzler.”

Passion as Method: Subjectivity in Video Games Criticism by S. C. Jennings

This article posits an approach to games criticism in which the subjectivity of the critic is accepted as central and necessary. It provides a method by which the critic and the critic’s experiences become a part of the game text under analysis.

What Makes Gêmu Different? A Look at the Distinctive Design Traits of Japanese Video Games and Their Place in the Japanese Media Mix by V. Navarro-Remesal & A. Loriguillo-López

This article defends gêmu (or Japanese games) as a separate category for the critique of games, based on their relation to Cool Japan, the Japanese media mix, and their specific aesthetic and creative features, including design strategies, animation techniques, genres, and tropes.

Game Criticism as Tangential Learning Facilitator: The Case of Critical Intel by R. Rath

Video games have great potential to encourage tangential learning, but obstacles still exist. Enter explanatory game criticism, a critical structure that generates a springboard for tangential learners and offers them routes to continue their exploration using vetted sources.

A Counterrevolution in the Hands: The Console Controller as an Ergonomic Branding Mechanism by D. Parisi

New consoles are lauded for their capacity to revolutionize the relationship between players and games. By looking at formal and commercial logics of console controller design, this article shows why stability, not revolution, has defined the controller’s material configuration.

VOLUME 2, ISSUE 2:

FULL ISSUE PERMALINK (AUGUST 2015)

Read Dead Masculinity: Constructing a Conceptual Framework for Analyzing the Narrative and Message Found in Video Games by B. J. Triana

This article examines the process by which players may take away persuasive messages found in narrative video games. The article uses Rockstar’s Red Dead Redemption as a case study to examine how the internalization of a game’s message can be theoretically explained.

Understanding Games and the Industry that Produces Them: A Review of the Edited Volume The Video Game Industry by C. J. Young

The Video Game Industry, edited by Peter Zackariasson and Timothy L. Wilson, provides a predominantly technological and economic perspective on the history of the video game industry in North America and Europe.

VOLUME 3

VOLUME 3, ISSUE 1:

FULL ISSUE PERMALINK (JANUARY 2016)

Between a Rock and a Hard Place: Games Coverage and its Network of Ambivalences by M. Foxman & D. B. Nieborg

This article is an exploratory study of critics’ role in developing the conception of gamer culture and the effect of that culture on their work and identity. Through historical research and textual analysis it claims that critics are ambivalent about their occupation and its place within the culture they helped shape.

Tutored Together Around More than Dialogue: A Review of Evan Skolnick’s Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by J. F. Wood

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques, written by Evan Skolnick, provides narrative design guidelines for the purpose of achieving narrative excellence.

VOLUME 3, BONUS ISSUE A:
CONSIDERING THE SEQUEL TO GAME STUDIES…
PAPERS FROM EXTENDING PLAY CONFERENCE, RUTGERS UNIVERSITY, NJ

FULL ISSUE PERMALINK (JULY 2016)

Guest Editorial: Considering the Sequel to Game Studies… by A. Trammell & Z. Lischer-Katz

The Extending Play conference at Rutgers University in 2015 underlined the importance of sequels and repetition to games and their study. Here the editors discuss these themes and introduce the interviews and articles that were adapted from the conference for this bonus issue.

Hanging in the Video Arcade by S. Tobin

This paper decenters play and the player in the arcade by exploring another subject I call hangers. It explores the genealogies of player control, engagement and the policing of play practices in the American video arcade in the 1980s.

Assessing Mass Effect 2 and Elder Scrolls V: Skyrim: Using Collaborative Criteria for Player Agency in Interactive Narratives by L. Joyce

This paper first establishes the criteria necessary to construct a digital interactive narrative game that contains both narrative agency and ludic agency before considering those criteria against two interactive narrative games: Mass Effect 2 and Elder Scrolls V: Skyrim.

Imperialism in the Worlds and Mechanics of First-Person Shooters by A. Patel

This paper focuses on two highly popular first-person shooter games, Far Cry 2 and Far Cry 3, and examines how elements of their game worlds and mechanics reinforce (and disrupt) imperialist narratives.

Ludic Spolia in Sid Meier’s Civilization: Beyond Earth by E. McNeil

Using the art historical term spolia as a launching point, McNeil explores the reuse of gaming mechanics and visuals from Sid Meier’s Civilization V in Sid Meier’s Civilization: Beyond Earth. She argues that this reuse was both practical and perhaps unintentionally subversive.

A Proceduralist View on Diversity in Games by G. Smith

Looking at diversity and inclusion through a proceduralist lens allows us to more deeply analyze current games, as well as prompt new questions and avenues for technical and design research.

The Replication of Ideology: An Interview with Adrienne Shaw and Marcus Boon by Melissa Aronczyk

Shaw and Boon examine the iterative and repeating forces of ideology that work within games as a culture industry and play as a cultural practice. They discuss the importance for scholars to take these visible and invisible forces of power into account within the study of games.

Liberating Play: An Interview with Anna Anthropy and Miguel Sicart by A. Gilbert

Anthropy and Sicart discuss the centrality of games within the discipline of game studies and consider how lessons learned from play studies might curb stagnation in the field.

VOLUME 3, ISSUE 2:

FULL ISSUE PERMALINK (NOVEMBER 2016)

Swipe Left to Detain: A Procedural Comparison between Tinder and Papers, Please by I. K. Derk

This article compares the similar rhetorics of Papers, Please and Tinder. The article finds mechanical similarities and explores how games and game-like applications change and alter our perspectives on human relationships.

Turning Pixels into People: Procedural Embodiedness and the Aesthetics of Third-Person Character by S. L. Anderson

This article approaches video games through the lens of corporeality, or bodies. It examines the digital aesthetics of video game character bodies in action-adventure games in order to discover those design elements that make digital bodies feel embodied.

Taking Play Seriously, but not too Seriously: A Review of Ian Bogost’s How to Talk about Videogames by J. S. Euteneuer

Ian Bogost tackles a wide breadth of subjects in How to Talk About Videogames with the goal of moving games into serious discourses while never alienating and negating the multifarious experiences only games can offer.

VOLUME 4

VOLUME 4, ISSUE 1:

FULL ISSUE PERMALINK (AUGUST 2020)

Impossible Autotelicity: The Political Negativity of Play by J. A. Keever

A critique of the play studies canon that asserts that autotelicity is an ideological construct which allows play to signify without being caught up in the structures of power that are inherent to signification. This is an argument against play’s positivity.

Play While Paused: Time and Space in Videogame Pause Menus by M. D. Schmalzer

To play videogames is to use menus. This essay explores how both the act of pausing and navigating pause menus offer perceptions of temporality and space that situate videogame play as not simply explorations of game spaces; they also reveal the computational modes.

“Together They Are Twofold”: Player-Avatar Relationship Beyond the Fourth Wall by A. Waskiewicz

The paper examines different approaches to fourth wall breaking, which often is used as an umbrella term for vast range of experimental devices. Secondly, the article distinguishes between fiction-aware characters and two types of actual fourth wall breaking.

Of Actors and Non-Player Characters: How Immersive Theatre Performances Decontextualize Game Mechanics by I. B. Faith

Few things are dreaded in live performance so much as audience participation. So why is immersive theatre so popular? In borrowing from video games, immersive theatre companies decontextualize game mechanics from the media- and genre-specific conversations that give them meaning.

Book Review: Handmade Pixels: Independent Video Games and the Quest for Authenticity by E. Reed

How can we look at videogames art historically? Juul’s Handmade Pixels makes a welcome shift to a more historical perspective, with an additional focus on the aesthetic qualities of games. Juul clearly defines the scope of his historical focus, but ends up reinforcing Game Studies’ focus on a narrow area of independent games production.

High Performance Theory: A Review of Darshana Jayemanne’s Performativity in Art, Literature and Videogames by R. Gallagher

As at home with baroque painting, postmodern fiction and linguistic philosophy as it is speedruns and save scumming, Performativity in Art, Literature and Videogames develops a nuanced, robust and rewarding framework for analyzing ‘ludic acts’.

VOLUME 5

VOLUME 5, ISSUE 1

FULL ISSUE PERMALINK (APRIL 2023)

“There’s no point in saving anymore”: Diegesis and Interactional Metalepsis in Pony Island and Doki Doki Literature Club

by C. Barkman

The boundary of what exists inside and outside a videogame world is one that is frequently transgressed. This article discusses acts that cross this boundary through two games appealing for how they do so and what this suggests about metalepsis in interactive media.

Local Practices in Digital Gaming Heritage: An Interview with Maurizio Banavage and Andrea Dresseno

by K. Bonello Rutter Giappone & S. Caselli

This article engages with the experiences of two small-scale computer/game heritage curators, in Malta and Italy. The interviews delve into their aspirations and concerns, as well as practices and values. We situate their voices in relation to other examples and to recent and current debates in the area of digital heritage, memory studies, and nostalgia, with particular regard to the specific issues facing such smaller initiatives.

“I never asked for it, but I got it and now I feel that my knowledge about history is even greater!”: Play, Encounter and Research in Europa Universalis IV

by R. Loban

This article discusses interlinked findings that show the complex and dynamic ways the strategy games, especially Europa Universalis IV, represents history. The article highlights a learning cycle of play, discovery and research of history both inside and outside such games.

Labour and Love: Play-Centrism and Procedurality in Spiritfarer

by E. Meakin, B. Vaughan, & C. Cullen

This paper explores game play incentives and the tension between game playing as labour and the way it can be transformed into something subjective and liberating while still rooted in the same activity.

The Kid in the Fridge: Sacrificial Children and Vengeful Masculinity in Contemporary Videogames

by E. Reay

Dead children are everywhere and nowhere in videogames. A recent content analysis of child characters in contemporary videogames found that while many games protected their digital kids by making them invincible or invisible, a significant number featured a child non-player character who is brutally murdered by in-game antagonists. This article builds on the critical analysis of the figure of the sacrificial child in other media to explore the rhetorical and ludic function of this trope in videogames.

The Evolution of Pokémon GO: A Survey of Finnish Player Experiences

by K. Alha, E. Koskinen, D. Leorke, & E. Wiik

In this article we unpack responses (n = 1,741) by Finnish Pokémon GO players to an open-ended survey question “how has your experience of the game changed throughout the time you’ve played it”.

VOLUME 5, BONUS ISSUE A: SURVIVING WHITENESS IN GAMES

FULL ISSUE PERMALINK (September, 2023)

Introduction

Bonus issue editors: Sabine Harrer, Mahli-Ann Butt, Rilla Khaled, Florence M. Chee, Amani Naseem, Katta Spiel, Cale Passmore, Kishonna L. Gray, Outi Laiti

Theorizing Whiteness as a Proceduralized Ideology in Videogames

by E. R. Aguilera

Taking the concept of procedurality as a theoretical starting point, this essay offers a framing of whiteness-in-gaming as a proceduralized ideology: a way of knowing/doing/being in the world that is embedded in and circulated through computational technologies like videogames.

Colonized Morality Mechanics: The Struggle to Be Good in Telltale’s The Walking Dead

by Jess Erion

Telltale’s The Walking Dead is known for making players and protagonists suffer, but that suffering is racialized in ways you may not expect.

On Cooking a Sour Game

by E. Granzotto Llagostera & R. Khaled

A reflective account of the creation of Cook Your Way, an alternative controller game about a fictional visa application system. We revisit moments, design moves, and questions, sharing how themes of immigration, global capitalism, and culture were navigated through game making.

Can ‘Red Dead’ be Redeemed?: Race and Gameworld Contexts

by R. D. Hamilton

Where are the Black people in Red Dead Redemption 2’s portrayal of the American West, and what might we learn about American media from their absence?

Outside the Racist Nostalgia Box: Rethinking Afrikan tähti’s Cultural Depictions

by Sabine Harrer & Outi Laiti

While in recent years many European businesses have taken steps to alter their previously racist product designs, some games, especially board games like the popular Finnish Afrikan tähti (Star of Africa; Kuvataide, 1951), resist this trend. This raises two questions: First, what are the emotional mechanics which allow openly racist games like Afrikan tähti to remain unchanged and celebrated as ‘classics’ today? Secondly, what can our predominantly white board and role-playing game communities do to let go of emotional attachments to white supremacist games and become invested in a more respectful and welcoming games culture?

Black Deprivation in Naughty Dog’s The Last of Us Remastered and The Last of Us Part II

by M. G. Hill

This essay examines black subjective demise as a philosophical reflection of the white gaze, providing a context in which black characters in The Last of Us are shaped through Naughty Dog’s whiteness, which sustains what can be called black deprivation.

 “An Affront to My People:” Excising the Other from the Fantasy of Skyrim

by M. Hines

From the moment we awaken tied and imprisoned and awaiting our execution in Bethesda’s Skyrim, the player is inundated with themes of imperialism and nationalism. Through creating our character, we interact with elements that introduce ideas of normative culture and racial essentialism. Such means implicitly key the player into racializing bodies in the fictionalized world of Skyrim. The Orcs of Skyrim, or the Orsimer, as they are called, play into a history of representing the Black, Other, as a savage outsider to the “civilized,” European-like races that are indigenous to Skyrim. Decolonial theory and semiotics allow us to understand how Skyrim imagines its intended audience as participants in creating new narratives of colonialism—one that simultaneously dehumanizes Black-coded races and erases them from narratives with which they should identify. As Skyrim is an incredibly popular game, its community of players have taken efforts to grapple with and rectify this racialization, and such efforts are interrogated as both participating in dehumanizing the Orcs and rectifying the racially coded assumptions that went into the race’s portrayal.

Highway to the Golden Zone(fire): PC Bangs and Techno-Orientalism in the StartCraft II Visual Novel

by M. J. Howard

The white reaction to Korean esports dominance has been fear and high-tech Orientalist racialization of Korean Others. This analysis of StarCraft II Visual Novel discusses the ways this whiteness manifests in the game’s aesthetics and deployment of a pc bang as its main setting.

The Man with the Gun is a Boy who Plays Games: Video Games, White Innocence, and Mass Shootings in the U.S.

by C. A. Kocurek

The demonization of violent video games serves to rehabilitate and preserve the innocence of white boys and young men in the U.S., even in the wake of horrific acts. When game researchers defend games without dismantling white innocence, we contribute to the problem.

Videogame Distribution and Steam’s Imperialist Practices: Platform Coloniality in Game Distribution

by T. Mukherjee

As a distribution platform, Steam has a near-monopolistic hold over the videogame industry. It exhibits imperialist tendencies that this paper investigates through a reinterpretation of archival material on Steam as a move towards decolonizing the study of platforms. 

The Fight is the Dance: Modding Chinese Martial Arts and Culture into Beat Saber

by Y. Ong, R. D. Loban, & R. K. Parrila

The article explores the design process of a Beat Saber mod called Good Bag which integrates saber-sword Wushu martial art moves into gameplay with rhythm of contemporary Wuxia-influenced music. The Good Bag project drew upon two expert cultural practitioners from the Chinese community to shape the mod design and output.

Binaries on a Circle: Engaging Whiteness on the Playground

by S. Singha

This essay explores a disruption of dominant academic conventions of play-based scholarship in its form as well as content by using playground games as metaphors and illustrations of the complexity of human experiences and identities.

Appropriation or Erasure? Imagining Indigenous Futures in Games

by D. Wallis

Comparing the depictions of Indigenous peoples in Overwatch, inFAMOUS Second Son, and Horizon Zero Dawn, this essay examines how the mentalities of settler colonialism impact the imagined futures depicted in these games.

Pedagogical Encounters with Structural Whiteness in Games: Tales and Reflections from a Game Studies Classroom

by H.A. Wu

This article reflects on my pedagogical encounters with structural whiteness in games as a woman of color instructor of Game Studies I.

VOLUME 6

VOLUME 6, BONUS ISSUE A: PLAYING THE POSTS: POST-ANTHROPOCENE, POSTHUMAN, POST-APOCALYPSE

Introduction

Bonus issue editors: Lawrence May and Poppy Wilde

Beyond Barren Wastelands: The Greening of the Post-apocalypse in Video Games

by M. Bianchi

Uniting scholarship about games as ecomedia with perspectives in critical plant studies, this essay examines how plants and gardens in virtual postapocalyptic worlds can create meaningful engagements with ideas of ecological interconnectedness, sustainability, and the posthuman. 

Eternal sunshine and the “Gestaltized” mind: the broken promise of the posthuman in NieR Replicant ver.1.22474487139

by K. Moore

By engaging with Rosi Braidotti’s critical posthumanism, this essay discusses how the 2021 remaster of the action role-playing game NieR Replicant realizes radical possibilities for auto-poiesis and posthuman community-making in the face of extinction, ultimately offering a case study of the potential of failure within video games to reckon with transformative modes of resilience and redress within apocalyptic scenarios.

Of Cyborgs and Cats: Nonhuman Companionship and the Specter of Humanity in Nier: Automata and Stray

by C. Smith

This article explores how the posthuman potential of cyborgian play as nonhuman avatars is troubled in post-humanity games like Nier: Automata (2017) and Stray (2022). Through identity tourism, the player perpetuates a capitalism-sustaining human exceptionalism.

Playing Nonhumanity: Simulating the Animal Apocalypse in Tokyo Jungle

by Y.J. Yang

What does it mean to play as an animal in a digital game? If we, as people, play as nonhuman, what does that entail? This article looks at Crispy’s 2012 PlayStation 3 game, Tokyo Jungle, where players engage as animals set free after the mass disappearance of humans. Largely underdiscussed, Tokyo Jungle presents a compelling challenge for the post-Anthropocene: what if we’re not only playing the age beyond human dominion, but also playing subjects whose subjectivity can be inaccessible? In this sense, the article asks questions of subjectivity through the interaction of human and nonhuman subjects, specifically through Donna Haraway’s focus on worlding, and how through digital games we can form pathways of interactions to approximate nonhuman lives.

Posthumanist, post-apocalyptic, and post-anthropocentric possibilities: Kantian morals and posthuman ethics in My Friend is a Raven

by P. Wilde

This paper analyses My Friend is A Raven (Two Star Games, 2019). Depending on the navigation through the game, I argue Lutum either demonstrates an anthropocentric disregard for the Raven, or a posthumanist ethic of viewing the Raven as a friend and equal. The article also considers how material meaning-making occurs through the intra-action between player and game, allowing different material configurations of the world to emerge.

Dark Entanglement and Visions of the Post-Anthropocene in Battlefield 2042

by L. May and B. Hall

This article examines how Battlefield 2042 (DICE, 2021) engages with the dark forms of entanglement that underpin life on our crisis-stricken Earth, and invites players into encounters with the transition from the Anthropocene era to an apocalyptic post-Anthropocene future.

Infrastructure of Agency: An Anti-essentialist and Post-humanist Framework for Video Game Agency

by H. Zhou

This article surveys definitions of agency in game studies and argues for an understanding of agency whose modality is contingent on causal structures. Through an anti-essentialist and post-humanist lens, these causal structures reveal their constructedness. Thus, agency itself is understood as plural and unstable. Games are understood as infrastructures – they direct the flow of determining a particular modality of agency without dictating the final results.

Videogames, the Anthropocene, and other problems of scale: methodological notes for the study of digital games in times of ecological crisis

by P. Ruffino

The article foregrounds the notion of scale in our understanding of the relation between the medium of the videogame and the Anthropocene.


VOLUME 6, ISSUE 1 (JANUARY 2026)

The Wounds That Never Healed: Videoludic Trauma in Cry of Fear

by Samuel Poirier-Poulin

This article offers a conceptualization of trauma in horror video games, arguing that games can cut across the reality/fiction divide, deeply affect the emotional organization of the player, and leave them with wounds that take time to heal. More specifically, it develops the idea that Cry of Fear (Team Psykskallar, 2013) can induce a form of trauma in the player by putting them in horrifying and intense situations.

Character Affectivity in Newton and the Apple Tree

by Henri M. Nerg

This paper studies character affectivity and temporality in the Japanese visual novel Newton and the Apple Tree (Laplacian, 2017). The paper analyzes different affects and emotions that game characters evoke in players. Importantly, affect is understood here as a neuropsychological concept.

Black Sun in the Land of Shadow: DLCs and Textual Depletion in Shadow of the Erdtree (2024)

by Max Coombes

This article explores the relationship between downloadable content (DLC) and base games in producing ‘lack’ in the player and text, using Shadow of the Erdtree (2024) as its focus.

Investigating Development Crunch in Games and its Impact on Creative Expression

by Shaif Hemraj

This article explores the often negative and detrimental relationship between “crunch” and creative expression and synthesizes academic and industry conversations into a serious game prototype, Game Maker Mayhem

A Contemporary Take on Victorian Lunacy: Representations of the Asylum in the Neo-Victorian Video Game Alice: Madness Returns

by Jéssica Iolanda Costa Bispo

Considering the historical reality of Victorian asylums, this article explores Alice: Madness Returns, as it encourages a critical look at these institutions through the lens of neo-Victorianism, demonstrating a potentiality for reinterpreting the Victorian historical narrative.

Goblins for Slaughter: The Perpetuation of Racism and Classism in Baldur’s Gate 3

by Benjamin J.M. Horn

This article explores how Baldur’s Gate 3 has perpetuated Victorian-era racism and classism. To demonstrate this, the article discusses current literature on racism and monstrosity, delves into the history of the goblin, and conducts a close reading of Baldur’s Gate 3’s first act. 


The Journal of Games Criticism is a non-profit, peer-reviewed game studies journal that strives to connect the conversations between traditional academics and popular game critics. The journal strives to be a producer of feed-forward approaches to video games criticism with a focus on influencing gamer culture, the design and writing of video games, and the social understanding video games and video game criticism.

ISSN: 2374-202X