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TAKING PLAY SERIOUSLY, BUT NOT TOO SERIOUSLY: A REVIEW OF IAN BOGOST’S HOW TO TALK ABOUT VIDEOGAMES
by Jacob S. Euteneuer First published November 2016. Download full review PDF here. Ian Bogost. How to Talk about Videogames. Minneapolis, MN: University of Minnesota Press, 2015, 208 pp., ISBN 9780816699117. In the nascent but rapidly growing field of games criticism, there are few names larger than that of Ian Bogost. Starting with 2006’s Unit… Continue reading
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TURNING PIXELS INTO PEOPLE: PROCEDURAL EMBODIEDNESS AND THE AESTHETICS OF THIRD-PERSON CHARACTER CORPOREALITY
by Sky L. Anderson First published November 2016 Download full article PDF here. Abstract An aesthetic of corporeality pervades third-person action games—one of, if not the most popular—genres on video games. This aesthetic is unsurprising considering that the defining characteristic of third-person games is the near constant audio/visual/interactive presence of a digital body representing the… Continue reading
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SWIPE LEFT TO DETAIN: A PROCEDURAL COMPARISON BETWEEN TINDER AND PAPERS, PLEASE
by Ian K. Derk First published November 2016 Download full article PDF here. Abstract This paper will compare Tinder, a mobile dating application, to Papers, Please, a video game simulating a checkpoint. The purpose of this paper is to find relevant and subtle similarities in function between two dissimilar applications released within relative close proximity.… Continue reading
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
Recent Articles
- A Contemporary Take on Victorian Lunacy: Representations of the Asylum in the Neo-Victorian Video Game Alice: Madness Returns
- Investigating Development Crunch in Games and its Impact on Creative Expression
- Character Affectivity in Newton and the Apple Tree
- Colonized Morality Mechanics: The Struggle to Be Good in Telltale’s The Walking Dead
- Videogame Distribution and Steam’s Imperialist Practices: Platform Coloniality in Game Distribution