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- Volume 13, Issue 2, 2021
Journal of Gaming & Virtual Worlds - Volume 13, Issue 2, 2021
Volume 13, Issue 2, 2021
- Articles
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Cute, cuddly and completely crushable: Plushies as avatars in video games
By Emma ReayThis article examines video game avatars that are designed to resemble toys. It names this trope the ‘Blithe Child’ to capture the carefree, careless and childlike interactions this avatar invites. This article argues that the connection between the Blithe Child and traditional toys functions to express and explain non-violent game mechanics, to shape sentimental player–avatar relationships, to create cosy, snug playspaces and to encourage pro-social, creative and self-expressive playstyles. However, the Blithe Child inherits some of the more sinister dynamics latent in human–toy relationships, namely the desire to humiliate and mutilate the cute object and anxieties about what it means to be ‘real’ – to be an independent, agential subject rather than a passive, manipulated, othered object. Drawing on theories derived from cuteness studies and toy studies, this article uses a close reading approach to critique the age-based hierarchies that underpin this trope.
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Modding as game development: Investigating the influences over how mods are made
More LessOver the past few decades, game mods have slowly walked their way into mainstream popularity and although not being confined anymore to the dark corners of the internet, the reality is that we still do not know much about how mods are created and how modders manage to achieve their objectives. Seeking to better understand the activity of mod development, this article explores key influencing factors on mod projects coordination and development by taking a qualitative approach based on in-depth interviews with nine lead developers of total conversion mod projects. We identified three key factors – tendency towards agility, co-creative nature and open source attitude – that we believe are etched at the core of the activity of modding and that lead to, and are manifested, in the unique ways of how modders approach software development.
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The mind games have already started: An in-depth examination of trash talking in Counter-Strike: Global Offensive esports using practice theory
Authors: Sidney V. Irwin, Anjum Naweed and Michele LastellaTrash talking is a contentious and prevalent practice in traditional sports but few studies have examined its practice in esports – a computer-mediated form of sports competition in videogaming. This study used practice theory to identify different forms and dialectical relationships of trash talking in Counter-Strike: Global Offensive. Fifty hours of structured observations of professional tournaments were conducted followed by semi-structured interviews with fifteen spectators/casual gamers. Inductive analysis of data based on practice theory-related constructs identified varying perspectives on trash talk, and six distinct forms. Trash talk was directed towards players from opposing players, coaches, fans, casters and analysts. ‘Teabagging’ was the most controversial, but a predominantly positive ethos for trash talk was found, such that it was a distinct part of this esports scene. Theoretical and practice-oriented implications are discussed and a conceptualization of the practice of trash talk is given to encourage further debate and discussion in the field.
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A systematic literature review of ‘empathy’ and ‘games’
Authors: Karen Schrier and Matthew FarberScholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how researchers are describing, defining and communicating their work. For example, how are research articles about games defining empathy? From which disciplines are the researchers framing their studies? Which types of games are being used in the investigations? Forty-nine articles were found, coded and analysed by searching six different databases. For this investigation, each article was analysed based on the discipline, keyword(s) used to find the article, definition(s) of empathy used, types of games used in the article and the themes used in the article. Articles emerged from twelve different disciplines and described over thirteen different types of empathy. Findings were shared, as well as recommendations for researchers studying this area.
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- Book Reviews
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Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)
More LessReview of: Playing Nature: Ecology in Video Games, Alenda Y. Chang (2019)
Minneapolis, MN: University of Minnesota Press, 294 pp.,
ISBN: 978-1-5179-0632-0, p/bk, $27.00
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The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)
By Jes KlassReview of: The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)
Jefferson, NC: McFarland, 235 pp.,
ISBN 978-1-47667-413-1, p/bk, US$39.95
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- Game Review
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Surviving Mars, Haemimont Games (2018)
More LessReview of: Surviving Mars, Haemimont Games (2018)
Stockholm: Paradox Interactive
PC download, US$29.99
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